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- Great work all-around
- Some font characters seem to have alignment problems (lowercase 'l'/ uppercase 'I' are placed too much to the left, 'V' seems to be placed too much to the right)
- I'd like more contrast on the button text strings color
- the phoneguard legs animation is not 100% convincing (they seem to drag rather than walk)
- the animation when falling down from a platform should be the same used when jumping (the idle pose is used instead)

- impressive music, sets the tone of the game wonderfully
- the sound effect when I click on buttons/help screens/enable audio is pretty harsh
- the sound effect when the player lands is a little too 'bouncy'
- a simple sound effect when colliding with blue objective symbols would have added to the sense of progression of the game
- when I reach the street level, it would be nice to hear a street ambient background noise
- what about a (realistic, not cartoony) sound effect when jumping ?
- a sound effect should be played when a tower is completely disabled

- It is not perfectly clear that you have to click on the phone screen to get to the next page of the
instructions (a prompt of some sort would be very helpful)
- The second help screen "you now..." should be the first, the third should be the second, and the first help screen should be the third one
- I would not display the disabling mine counter for missions that do not use them

- I wish I had a checkpoint during the rooftop mission
- the elevator should be 'enterable' from below, too (the player sprite remains stuck with the jumping pose)
- what does a tower on the ground/street level do ?
- During the random mission selection, does the game also present the missions that were already completed ?

- pausing/quitting the game does not reset the objective counter
- a few typos: 'You now live int' 'wont' 'recive' 'both edges the city' 'be slaved'
- I disabled the first phoneguard throwing a disabling mine along its path, but the counter did not

Bottom Line
- A very well done platform game, with elements that reminded me of mirror's edge and watch dogs, and perfectly nails the theme of the construct 2 jam, imho.

BobieThe11th responds:

Thank you very much man!
you are right on every word!

- Nice overall feel
- You could use parts of the bee sprite for the 'bee hit' effect (those balls of fire do not seem too fit for the purpouse)
- I ask you to seriously consider replacing those hand-written thick text lines with some cartoony font-based strings

- Nice 'coin' effect (reminded me of sonic the hedgehog)
- The solo bass loop is a little underwhelming, something more lively would fit the theme of the game better, imho
- When the bee is hit by the airplane, it could be better to use a less mechanical sound effect (for example a buzzing sound effect with decreasing frequency - or a splat one)

- I suggest you conform to the rest of the (known) World, and use the expression 'Hi-Score' instead of 'best'/'last best'
- I would write 'score' besides the score value
- The hi-score string could be aligned to the right

- Great mix between frogger and flappy bird, I kept playing with amusement (my hi-score is 240)
- Collisions are very well implemented, I kept the bee between two rows of airplanes without being hit

- 'try your phone' is a little cryptic
- hit spape / awsome should be hit space / awesome

Bottom Line
- As the Author Comment says, 'this game is supper addictive fun for all ages', well done.
As about the room for improvement of the overall presentation, the sky is the limit,

People find this review helpful!

- Very nice parallax effect
- The 'play' button has a distinctive sci-fi style
- Nice work with the main ship bitmap, I would have liked a tilted bitmap when moving left/right, though
- I also would have liked more variety with the enemy ships, at least different shades of color
- Since each enemy takes more than one shot to be killed (unless you launch a missile), some sort of differentiation (different color/differently 'dented' sprites) would have given a good visual feedback

- Nice eerie title screen track
- Good (even if a little short) game over loop
- As about the in-game music, It feels more like a 'gangsta rap' song than a space one, making the game involuntarily hilarious (unless you were going for that vibe, of course...)
- I was expecting a sound effect when launching the missile

- When I first started playing, I had a hard time telling what the numbers displayed on screen meant (displaying the missile and 'energy object' bitmap besides the digits should suffice)

- The game has its own playability, I liked the auto-fire and the fact that both damage and fuel revolve around the same unit of measure
- Difficulty progression seems missing, I reached 3000 points without any change of pace
- Using the keys to move the ship is not a viable option due to the inertia of the ship

- The game name is 'Space Odissey' while the bitmap says 'Space Odyssey'
- When the game is over, I get 'Pontos' instead of 'Points'
- When I collect 10 missiles, the number disappears, only to reappear when I have 11 missiles

Bottom Line
- A simple but promising game, that has a lot of room for improvement.

People find this review helpful!
GeneralTec responds:

Thanks for your feedback!
Check our latest update, i hope you like it!

And again, thanks again for the well written feedback, this is our first game from a group that started just for fun, so we know that we have so much to learn, and as players we know how important is to listen to the comunity!

-Leonardo "Owl" Felix, member of the GeneralTecnologia Team.


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