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UnfazedCraze

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A member registered Sep 04, 2022 · View creator page →

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Your usual shooter, but fun. I like the game's turret upgrading system and I think shooting the small aliens present us with enough challenges as it gets harder when the game moves on. I question I have is whether there is a cap on either health or the shooting speed for the game as those were the final 2 upgrades that remained as I played on. Another thing I have been met with is just the game crashing very often. After reaching 200 scores usually, the game starts to get laggy and after a while, it will crash so that's really sad. Also, there will be a time that the game's RNG produces a 0 unit in 10 seconds and then proceeds to vomit aliens till you cannot handle them. Interesting stuff which makes the game harder. One thing I wish I could have done in the game maybe change the background or have more varied aliens attacking. Otherwise, the game has a great concept and I really wish to see it explored in many other ways. The crashes really sucked... 

Interesting concept. It reminds me of Gravity Guy, a minigame online back when flash is still available lmao. When I played the game, I found it frustrating that you can only flip between two panels and that the response rate was delayed. However, I think that designing the game that way certainly made it more frustrating for the player and made it times and times harder. I think the game consists of several interplays like just how the stones can knock each other out of orbit to stop the players even more. Another thing I noticed was that there is this little duck asteroid that I initially thought was a powerup. Much to my disappointment, it wasn't. I think that maybe having some sort of powerup will definitely motivate the player to play the games more and maybe increasing the number of asteroids by time will make it better too!

Great Game! It was fun playing with the incoming threats and nice artwork in the background too. Maybe if you are looking to improve the game you could try to make animations for the player, enemies, and also bullets. That will make the art of the game more interesting. While playing the game, it wasn't obvious that I needed to collect the orbs that are floating around and explode after enemies touch them so making that clear will be great too! The second screen with bonus really intrigued me and made me woder what does it do at first. After explaring a little more, it turns out you earn more poinst in the bonus mode and you had to continue the collection of the orbs to make sure you stay in that mode. This is a very interesting concept and I believe sure added a lot of ways that you could play the game. You can play it steadily without worrying to collect the bonus orbs or you could try to last as long as possible in th bonus mode to earn an even higher score.

So, Shazam! Interesting creation of the watercolor and I really like the feature of letting it dry or keeping it wet. While I don't really know the difference, I think this sort of adds a layer of realistic art to the drawing as the user can decide the most important feature of water coloring without waiting for it. Next, I am curious as to see the Shazam drawing in the background and what it really means. It really just goes on and on in the Canvas and it bugs me a lot when using the tool to draw. I guess if this is a paid game, the creator could have mentioned that premium features include removing the continuous shazam in the background. Another tool I noticed was the color picker which I think is really special! It allows the player the flexibility of using whichever color they like without having to guess what color will come next or having to look up codes of colors.

I liked the poem feature a lot! It is really interesting having the reader read through all the words one by one. I think having a poem laid out is really a great feature and hope that we can have more poems in the future. I want to note that I am thankful that you included the poem's title so I don't have to painstakingly click through all the words of the poem. Also, I am very curious about coming in fast and low and why it means having a tombstone that says make space for me. Maybe it is a reference from somewhere? One interplay moment that I can highlight is definitely the poem where the user has to realize that the color of the poem is set to white and thus nothing will happen when they use the poem button until they drew something as a background for the words. Then from there, each word of the poem makes the player more and more curios, bringing a reaction of wanting to read the poem more. Lastly, I just like how the draw is changed to a rectangle, sort of providing the feeling of a text box and thus allowing the words of the poem to fit better into the canvas.

Clicked on this game because it has the same "hell" word as my game. It is very interesting to see a different concept of the game applied. Though, it suffers from the same problem as my game, where because you have too many variables running on the update, it became hard for the game to process all the variables. I personally liked the idea of a reduced ceiling because it allows the player to feel as though they have limited space when playing in hell. I definitely think that the jellyfishes were hard to defeat too! Having this space matched with the sprites made it feel like the game was an extra challenge.  Unintentionally, the lagging will cause the game to stop forever and you can only reload to make the game run again. So, this may be a part of hell too? It is definitely frustrating for the player when it crashes completely and this makes the player feel as though they could have done more. Lastly, I liked the sword and potion buying which introduces a purchase option for the player. This is unexpected as you wouldn't think there will be a current system in a simple Gameboy game.

Interesting game by Haoxuan! I very much like the concept of falling being expressed by the constant downfall of the character. Your main objective is to reach the end! Also, this reminds me of digging, like my father's long long legs and it is interesting how a twine game can be similar to a GBStudio Game.  The game takes place in a constant width, where your focus is just to go down. The camera movement which prevents you to see the whole game level also challenges the player to take chances in falling down.  The space used in the game can be described as adequate, I will prefer if it has lesser width as it will probably enact a feeling of being cramped more. Here having a large space is also great, allowing the player to experience more choices of platforms when falling.

Peculiar game. There is no audio and each option eventually leads you to a similar conclusion that makes sense(as I liked clicking every spot of the story). Other than that, the plot goes in my opinion, no matter which option you chose, it was really coherent. Color-wise, it was maintained as black in the background and white text. There have been some red highlights to point the reader to very specific times in the story. This does a good job because the red highlight signifies a more "horror" side of the story and I would think that the reader would have felt a little spooked by that.  There's been a lot of twists and turn but most of them led to the same ending or same conclusion. You are then asked to either read out the incantation or read out the incantation. Which of course, leads you to the ending which happens only when you read it out loud. Lastly, the back button is left there, providing alternate routes so it wasn't that bad even if we cannot proceed. I will think that if you left -The End- somewhere after each ending, it would have been clearer for the reader that the story ended.

Many questions, what does the second red light turning on mean? I must have missed the details on that one. Is it the ending of a story? I have met a few endings and all of them pointed to that when I could not move forward anymore. Again, I will recommend placing -The End-, though having a title really makes the first page stand out and really show a great start. First of all, if I were to analyze this game, I will say it is enjoying the frustrations of operating a junky machine, sort of like Rain in the sense that we can only see the visuals from the text. Otherwise, the variable system implemented was really great. I like that having to pick up things sometimes is not what the game wanted as this is always the norm. It was creative to break through that. Otherwise, I want to comment on just the general feeling of the game that has multiple scenes with two red dots appearing above the monitor. It was a smooth plot even though the story was only told through the eyes of a junky drone. I really admire this new take on storytelling and will learn from it!


Interesting concepts with the magnets. The magnets seem to be unconnected at first but it turns out they are in the later series. What's more, you can even connect 3 magnets together and move them all at the same time. These hidden rules are slowly explored as the levels when on and when we reach a later stage, we are finally challenged with color-changing tiles. Scarletmagnets teaches us flexibility and utilizing all that is given in the game as not one thing is less important. What confuses me at first is level 4, where I am first met with the color-changing tiles. This level features a few color-changing tiles and all I could do is to make it change the color of the tiles and win effortlessly. This highlights how the game is teaching its players about a new concept before using it fully.

Short and simple. The game lets you push or pull the blocks and you have to move them to be on top of the goal. The catch here is that you are supposed to be moving 2 players at the same time across 2 different maps. Each map may contain hazardous traps that cause the level to restart when touched. With this simple concept, the game has many different challenges that it poses its players. One example of this is when you actually completed the game on the Batman side but because of the Robin side, you have to remove the winning block to allow the Robin side to win first. Level 3 of the game introduces the traps for the first time and I think that was when we realize the potential of the puzzle and the rules. The challenge here was to move the pieces into the goal but with Robin's goal covered with traps, hence, forcing you to solve Batman's parts first.

Hey, this game has a very nice storyline to it!  I think the choice of red as the background gives it a dark and gloomy vibe that don't think I would have felt if it was yellow or blue. Also, as the art of the room shows, the game creator has thought of how to go beyond the platforms and create his/her own style in the game. Walls are used as drawings and we are pointed with a cursor that allows us to select things and interact with the universe. Describing the verb, I will definitely say it is exploration and escape. The game creator leaves us with a lot of question marks in the end, as we wanted to find out more about what the main character actually is. Lastly, I think that the text selection in the game pretty much fits the game. One example is when we try to push the prison door open, the "try agains" that the players encountered just shows that it is a hard door to push open as if it has not been open for a long time and is not meant to be opened.