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Monkius

209 Game Reviews

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It's a fun game once you get used to the alarmingly-fast jumping.

I dunno if I've missed something, but I did all 10 levels plus the "bonus," but still don't have the "King Pigs L" medal.

I like how this game forces you to think in multiple dimensions in order get a good score.

The music makes me think of post-apocalyptic Spongebob, with the accordion and sliding guitar...

As a proponent of "function>form," I have to say that the graphics didn't really bug me. I will say that it would be worth the extra effort of animating the whole 5 or 6 frames of the boat swaying from side-to-side, though. Rotating it in flash--what's that called? "Tweening?" Yeah, I think "tweening"--just gives the boat really weird, jagged edges, two-thirds of the time. Everything else looked great, though. (Okay, "great" is a little strong, but you know what I mean...)

What did strike me as interesting was the concept of a shorter RPG. I am not particularly a fan of games that have massive game worlds that you can easily get lost in. I don't really enjoy devoting like a hundred hours to "grinding," either. It's gotten to the point where it is actually /refreshing/ when an RPG exhibits neither of these traits, as yours does.

I also liked the simplicity of the battles and the healing system; I never felt the need for a tutorial (although other people obviously think differently...)

I'm giving you a "pass" on my only real gripe--that the game is a little short--since this is your first submission, lol. In the future, I think it would be cool to have a game somewhere between this and those 100-hour jobbies, length-wise.

This is a solid 4; great work, d00d! I'll be keeping an eye out for your future games.

This game really harshes my vibes, maan.

Добрый день!

I feel like a bit of a jerk for rating this what I did... I started off thinking that this was mixing a horrible, boring, addictive kind of game ("idle" games) with another horrible, addictive, boring kind of game (slots.)

However, I noticed that when I unlocked the second gambling game, the odds were more in favour of the player. With a bit of time and patience, it was possible to finish the game in fairly short order and the feeling of being "addicted" to playing it soon went away. I dare say that the second gambling game was actually pretty fun and required a bit of skill, too. More than just mindless clicking, anyway. So I ended up thinking "maybe this isn't so horrible, after all." :D

Interesting, an "escape game" that necessitated use of Google... I can't say enough how important tool-tips are... It would have been nice to have them for the flags, but I managed to brute-force my way through the last three. I guess those geography games I played DID help. Where I really got into trouble was with the inventors. I knew the names of most of them, but the fact that there were only pictures forced me to take the aforementioned trip to Google.

The rest of the puzzles were intuitive and a little on the easy side; I managed to finish in 319 seconds, the first time around.

I enjoyed this game, but I think it could use some tool-tips for the objects in your inventory. I figured out easily enough that the "blob" was a rock, but it took me a while to figure out that the "non-descript smudges" were actually rungs!

It reminds me of an "SD" game, only without the BS pixel hunting that forces to look at a walkthrough so that he can make ad money.

Ha.

Great work, dood!

It seemed pretty easy to me, at first. I think that in a lot of the earlier levels, the "blocks" started out very close to their end position, so you could just take the "path of least resistance" and solve the level easily. Then BANG. Level 13. Difficulty seems to ramp up like crazy. I gave up at that point, for lack of patience. It would be nice to be able to skip levels.

The more major thing here is that the block movement is a little too sensitive. Maybe try making the mouse a little less sensitive once the block is "held" by the mouse and being "dragged."

Making this sensitivity extra-irritating is the fact that the block is "dropped" whenever you move the mouse outside of the square "play area." I think it would be much less infuriating if you allowed the block to be "held," so long as the cursor is in the game window. But leave the "block" constrained to that "play area."

- You can hit a mine on the first click, unlike minesweeper
- The "2"s are barely visible, unlike minesweeper
- The minefield is populated way too densely for this to be fun

Conclusion: I think I'll just go play actual minesweeper instead, seeing as how it comes with Windows and all.

jimjam271 responds:

Thanks for the response!
The minefield is to populated by default. I'm lowering it, and fixing some other things right now.
I'll be adding a difficult setting later, but until then, I will be changing it to a lower spawn chance.
I would like to say, I remember first click mines, but you aren't the only one saying that so I'll see about changing their spawn to accommodate this.
Thanks for the comment!
I'll make a game worthy of your time someday, you just wait!

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