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Ech0Chamber

11 Game Reviews

5 w/ Responses

Okay, that's enough brain draining puzzle games for me. My head hurts, but I enjoyed this. I'll come back to this later, and see if I can complete the last 4 levels to get that last medal.

Was a fun game to play. You had me thinking more than I probably should have for most of these. I'll look at your other games too when I get the chance.

Got mad and gave up. When I became deceased from a lack of oxygen, the game suddenly takes a massive performance hit on my chrome tab. It took 10 whole minutes to close the tab. I'm very curious as to why a blank black screen caused my PC fans to turn into turbine engines.
Nothing too snazzy, just an astronaut platform game. I love how the background moves subtly with your movements. Reminded me of GBA games I used to play as a kid. The soundtrack wasn't just one looping theme the entire time, so nice to know you made the effort to include more than one track. Even bothering to include an impact sprite for when they fell is neat.

ImmanentDeath responds:

That is very strange, because I didn't experience any performance issues when testing, but I think I know what the problem is. I'm releasing a patch and I hope it fixes it. Thank you for letting me know.

For the first time in my life I actually had to adjust my jitter clicking speed for the space bar. For the users in the high score that reached past 35. You either have a really strong forearm now, or somehow cheated the system. I'll be taking my medals with pride and honor, and I will accept my S rank as an achievement.
The one thing I'd hope for was more dramatic sound FX to really make me feel like I'd hit them into the next dimension.

It is a concept that could definitely be added onto. Maybe variants of the red units AI wise. One might strafe towards you at random intervals forcing you to be more precise with your aim, and another that mimics your movement direction requiring you to pay more attention to them.
You can make good games even with a simple style. It might not be what you imagine, but it's possible to make it fun and interesting in its own way without overthinking it.

There was a bug at some point where the mobs refused to spawn, and that happened for me after round 2 ended and 5 ended. Though it happens sometimes with no specific pattern. I had a feeling that an enemy may have spawned out of bounds, so I was unable to advance further.
The game also freezes if I click off it for too long. Like as I was typing this review it broke on me, and would only fix unless I refreshed the page.

Flerrick responds:

Yeah the game isnt exactly polished as its my first and I choose to make it in a day, I might implement more enemy types and more quality of life changes overall if I continue to work on it, but I never get too inspired because im really bad at drawing and I think that limits me a lot(considering I'm also not great at programming), but thank you for the feedback.
About the bug, I had a few problems when trying to put it on this site so I had to make some resolution changes, didnt happen to me when playtesting but I imagine they are bound to happen as I did it in a bit of a hurry.

A high score system could definitely be implemented with this. If movement was added to this game it would be even more intense. I'd probably prefer to not move then at all knowing there's demons roaming about in the dark I can't see without the Radar. It got intense and stressful even, but in a good way that was fun.

‘Help Yourself’ Is Definitely Baby’s First ‘Dark Souls,’ But In A Good Way. It is clear that the game takes a lot of influence from the Dark Souls franchise, which is actually really sensible if you think about platformers from a difficulty point of view. Truly ‘Help Yourself’ is the Dark Souls of Puzzle and Platformers.

I like the rewind mechanic, and use of the wand. Sometimes I'm not fast enough with the arrow keys to move the wand over the objects in time, but I just have to learn object placement for the next time. I'd like a retry option, so if I know I messed up, and don't have enough time I can just go back to the beginning without waiting for the timer to run out.

Sonucais responds:

Thank you for your time beating the game. We had no time to implement a pause option but if this project is recreated in, I don't know, GMS2, I will make sure to add a Pause with a retry and exit option.

Obviously a fix for the frame rate is to play it on the desktop of course. It really doesn't take away from it being a puzzle game. The keyboard input remains consistent, so the frame rate drop doesn't make it unplayable. I do find it a bit tedious that I can still walk into the spikes while they are up and get myself killed on accident, but my poor timing is what's at fault if I fail to get past them. I had to think about who I rescued first, and in what order they should be rescued, so I don't indirectly mess it up for myself. Also which tiles I walk on, because at some point I didn't know how to retry the level if I got myself trapped in a corner with the villagers. I learned though when I pressed escape. The art direction was managed well for model and level design. I also like that the main character was chosen to be a plague doctor.
The game mechanics are built as is, and done right. Being "Snake" was what inspired it. It has its own twist with rescue order as to make you think about more than going straight for the finish. Some puzzle games are infuriatingly difficult, and some are still challenging but feel satisfying to learn and complete. Thank you for this experience.

MonoFlauta responds:

Thank you for the complete review!
The frame rate we knew it would be an issue in browser for some people. Sadly, the game was made for a game jam and it wasn't optimised at all. Glad you had been able to play it though and sorry for the inconvenience.
We are planning to make a new bigger version of the game. Between the new changes it will have, we are planning the spikes to don't move by time, instead they will move each time you walk. That way it will give more strategy to the game and it will fix the tedious problem of people running through the spikes.
Other than that, we are happy that you liked the game, hope you can try the expanded version once we finish it and thank you once again for your review :)

Its got a simple starting point, but could have some additions to it to make it less bland. That motion blur really is unnecessary. Would appreciate an option to adjust in-game sensitivity. Sprinting, and jumping in such a small enclosed space is just a minuscule addition, since I can already sit at the chair, and move my cursor over to do all I need. Your previous game Mag-spheres had the right use of movement controls, but doesn't suit well for this one.
If the movement's kept I would like to see more interactive objects then. So I can't just cheat the system with an auto-clicker, because there's plenty of games by now that have this concept down to a T.

Happy that the inspiration behind this was included. I always wonder what goes on in the creators head. This idea felt better suited in a 2D environment from the looks of it. This can also make for a pinball game starting point if you decide to make one.
The graphics toggle's nice to have, so playing it won't be hard on the eyes. The game play encourages me to go farther, faster, and higher and the speed's rewarding with its score increase. As simple as it's presented, I somewhat expected odd challenges to be thrown at me the farther I got, but managing the trajectory's the most I'd have to consider.
Highest number I got was 9661.

CountryHumans enthusiast, and inflation fetish artist. I make balloons out of countries.
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Echo Chamber @Ech0Chamber

Age 23, Escaping New York

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