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34 Game Reviews w/ Response

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Sure, It's a simple game but it was actually fun to play except for some problems:
First add in a graphic of a club swinging back when you move the mouse so you know which way the ball will go.
Second, I would recommend changing the 'mud?' (lose a ball terrain) to a different color (maybe red Lava or just add animation to show it is not dirt) Also, losing a ball because it goes off the top of the screen feels like a cheap trick to punish the player. Did a bird eat it? If you want to limit movement then put a roof on the level.
Third. DO NOT have a maximum stroke limit. I was smiling playing the game when suddenly -game over. too many strokes- Frowning! There is no point to a max stroke limit other than to annoy players. If you have over 4 strokes per hole, you already know you suck at the game. Don't point it out to the player and end their game. just let them have fun playing the levels.

kasehaussoftware responds:

Thank you very much for this feedback. We're working on a patch that will address some of the bugs / issues that have been brought up by others. We'll add your feedback to the list of issues / improvements to be added.

This is really an art adventure. The background art is superb. It really creates the mood well and is vastly more detailed than was necessary. Also, each level shows a small slice of (albeit stereotypical) life in Japan and creates a really nice feeling. The variety of gameplay styles was also larger than I expected.

Mandatory 5 star game. This is a perfect example of what Flash was intended for.

FlashTeam777 responds:

great thanks!

Really fun and funny.

Could you please move the "GO" button away from the RESTART button. It's really annoying to accidentally restart the level when I was finished it...

Logan-RRR responds:

Sounds reasonable. Ok.

This game could still be great.

Interesting idea with the 4 choices. Each one works well with the other and requires some strategy to use correctly. The biggest problem was my "monk" missed close to 50% of the time. Which is ridiculous since after every 2 attacks I have to spend 2 turns reviving Energy and then Health... So after 8 turns I have hit the enemy ONCE on average... This should be fixed. Either have more energy or have some way to raise the hit % very soon into the game.

Also, the proceed button was really annoying. Having to move the mouse away from the fight buttons EVERY time to click proceed TWICE per round... Why not just have it automatically go to the next player with a 1 second delay or something.

It's too bad because the art, animation, sounds, idea, icons, EVERYTHING else is great. 5/5 on that. Unfortunately the above problems really drag the enjoyment down to a 3/5 level.

Hopefully you improve this game or make a new one with the same idea. Maybe make a backstory for the characters and a better fight selection menu. Maybe a town with upgrade shops or something.

TharosTheDragon responds:

I tried to raise the hit percentage as much as possible without throwing off the balance. This game is actually very finely tuned so that strength and dexterity give you the same average boost in damage per turn, meaning if all else is equal, a character that hits every turn should deal half as much damage as a character that hits every other turn. The same goes for defense and agility. I suppose I could have tweaked it even further though.

And I am pretty ashamed of the controls. There should definitely be hotkeys. I guess I just wanted to be done with this game and didn't want to delve too deep into perfecting it.

I don't think I'll be updating this game because I had to compile using a trial version of Flash CC in order to get the login API to work. As for a sequel, I think there's too little interest in that.

Excellent game. I checked out your website and it seems there is much more in the full game which is good. More RPG-like. A good variety of enemies and some humor. Speaking of humour, pretence or organise Does your game allow both "American" and "Rest-of-the-World" spellings? I haven't come across any chances to test it yet.

One serious improvement would be to animate the enemy sprites and backgrounds. Even just having the enemies sway back and forth and the candles flickering. Without animation the game appears to be lower quality than it really is.

I voted for this game on Steam as well. I think it is a well-thought-out game.

baconbanditgames responds:

Thank you kindly for the detailed review! There is a lot more to the full game, with different backgrounds and music tracks for each set of stages, and a lot more variety all around. There's also an expert mode that can be unlocked, to really challenge people with a great vocabulary.

We're a Canadian indie game dev team (just two of us!), so we included both/multiple spellings of every word that we know of. So yes, humor/humour, pretense/pretence, organize/organize - all of those work. :)

We would love to animate the enemies, just need to find the time and budget to do so! It's definitely on our wish list for the game!

Thank you so much for voting on Steam, we really appreciate it!

I really liked this game. All areas are good quality. Just need to add in the extras.

I'd suggest a 'par' for each hole and score. Bonus points for beating par. Being able to carry-over your remaining shots to the next world would be really nice. Or have ways to earn more shots like a way-point to roll the ball over a bonus square not on the main path to the hole. OR have the option to play with no ball limit but get no score -practice mode- or something. Just so the player can play every level.

Also multiple routes would add replayability. Perhaps have secondary routes open up once you finish the level so the next time you play you could shoot the ball down a new path. Perhaps have bonuses like more shots, points, money or upgrades on these routes. Perhaps have explodable walls to open a new path or levers to hit that turn on a bridge or a shortcut.

Upgrades or even one-time bonuses could be added such as Jumping or passing-through-walls. You could find these on a side path or purchase them with points or money.

Finally, if possible, allow players to buld their own levels. :D

I got to level 8.2 easily and then died 20 times on 8.2... Haha! Please add in a level select screen as well or fix the continue button. The game went to a white screen when I clicked continue. Then when I reloaded I was back on level 1.1 :(

SenadMMG responds:

Hey, thanks for the detailed feedback.
Sorry about the continue button, I thought I had it fixed but the problem always comes back. At this stage, I'm working on the level select screen so the buggy continue button will be obsolete.

You have some good suggestions. I didn't implement any kind of reward system, the game plays more like a relaxed exploring journey in this phase. Next big update will have upgrades and point system so it should be more competitive with some of the upgrades you mention.

I really like your idea for the secondary route, it's should be easy to implement and it brings a lot of replay value. I'm putting it in my to-do list :)

Anyway, the game is still in development and I'm working alone so everything takes time. I hope you'll check out the game in a month or two to see what's new.

interesting game.

It's a different take on the distance-travel-game. Restarting from the beginning when you die really makes it more challenging and raises the game from a mindless upgrade-to-win-game to one where you actually have to learn the terrain and make the correct moves. -Those damn Holes!!!!

Takes a bit of time to understand and get used to, especially since most of the graphics are transparent to the point of being half-invisible... not sure why you did that. Another thing that wasn't immediately obvious was that the bonus levels are used to refill your suit, booster and weapon.

Nice overall art however. It really set the mood well.

25games responds:

Thank you for the good review!
You absolutely got the point what we wanted to reach with the game - that's great!

As soon as I started playing I wanted to drink coffee. The urge got stronger until I had to pause the game and brew some. What a great addiction!

Well made and enjoyable to play. The time bonus adds a challenge and the character was humorous. I actually laughed when the coffee pours on his head at the end of the level.

I played to level 9 and never got any powerups or anything in the bottom 3 spots. Maybe increase their frequency or explain better how to get them.

One weird thing was I got a level that had only ONE possible match and then I had to restart. Not sure how you could fix that though.

playvue responds:

Thanks for the feedback! Yeah, I'm seriously considering speeding up the introduction of some of the powerups and special pieces. Seems like some people are losing interest before the really cool stuff kicks in.

What level did you get stuck w just one match on? It's randomly generated, but there are a few catches incorporated to prevent things like that.

"It is irrational to deploy there." Thank-you Mr Spock!

Original idea. The invisible blocks are clever and a long-needed improvement on Tetris. Didn't really like the 4 tile height limit though. Made me die in under a minute.

Also, I didn't understand the point of the color changing. It only happened 3 times before I died so maybe i just didn't play long enough?

gretkos responds:

Color changing is one of the effect types. The further you go the more intense they become, so dealing with them is like an additional challenge.

I do not exist. It is just your imagination playing tricks on you. Try again in the next reality.

Age 88

Ghost in the Machine

Oread Institute

Resting at Sleepy Hollow

Joined on 7/19/13

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