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JamesTDG

268 Game Reviews

57 w/ Responses

Some bugs I have noticed:
1. If colonists go to the edge of the world, they get stuck there.
2. The audio frequently crackles and goes out for long periods

Web version has crackly audio for me. Using Brave on Win 10

Lacking a lot of the gameplay hallmarks of a portal game, including most importantly, an enclosed level that lets the player see the whole chamber. You can take some tips from the portal fangame I made if you need it.

I think the steering controls may be a bit bugged on chrome here...

jawdr0p responds:

I tested it on Google Chrome and Opera, and it works well. There shouldn't be any issues on other browsers as well. The steering is very weak by default so you have to drift.

Just feels like a cheap game that can be made in a few seconds with python...

Window is WAY too big to play, and the gameplay itself stales too much, especially since there's freemium features in the damn clicker

The air jump mechanic needs to be tweaked to function like a double jump. It just makes it difficult to do complex platforming when some chasms require using this air jump mechanic. 15 deaths alone in the beginning because the game did not properly communicate this mechanic to me.

Game gets rather stale pretty fast and doesn't really feel incremental to the scale of what we see in Cookie Clicker or AdVenture Capitalist/Communist.
(also, seriously needs scroll wheel controls...)

Edit: A lot of what makes an idle game feel incremental involves the visuals. Each upgrade here just turns on a machine, but it generates the same old people with not a lot of flair to t. It just feels difficult for a noticeable difference when I purchase an upgrade

DeludeAndConquer responds:

Thanks for playing my feedback and thanks for playing my game.
How do you suggest I make the game feel less stale?

It is a good concept, but the execution fails because it is difficult to see where enemies are at or looking at to get around. It may benefit for the game to instead have enemies keep to a limited field (and range) of view (like what we got in Hitman or MGS), because I have been done dirty on NUMEROUS occasions just because an enemy spotted me from far away.
If you don't want to tweak the FOV of the enemies, then the level design should be improved to allow the player to have comfortable points of cover to reliably sneak around, proper simulations would at least be designed to give the player cover, as well as a map...

EndworldReaper responds:

Tbh I'm not sure what you mean. Crouching already lowers the enemy's vision range by a ton. Like, if the protagonist is crouching the guards have to get reeeeally close to see him. MGS and Hitman work this way too, so do most stealth games. There's also more than enough cover, each level can be completed undetected in a variety of ways. Check the walkthrough in the description for help.

Imagine if we got a remaster in 2027...

I am a digital artist and gamer, I also know a bit about web development.
If you want to wear or hang what I make on a whim, hmu!

Age 20, Male

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Joined on 3/20/15

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