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The Mandatory Minigame Competition #44, final votin'
MegaTailzChao |
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So long, and thanks for all the fish.
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WARNING ACTUALLY REVIEWING THE GAMES (HOLY ****) INSTEAD OF JUST A ONE WORD POST AHEAD SKIP TO BOTTOM IF YOU ARE A LAZY BUM
Alex's game...Well, I'm just going to be blunt, it's a little ridiculous. The control is hard, and going too fast will cause you to run into things and going too slow will either cause Goombas to get you or to run out of time, and when you die the time does not restart itself, so upon dying halfway through you might as well just let the timer pass because there is NO way you're making it through. 4/10
Quest for the Purple Coins is a nice attempt, but just doesn't quite cut it. The fact that dying makes you have to redo the ENTIRE LEVEL from the start mixed with the gigantic amount of enemies on tiny platforms make this quite frustrating, though the level design is kind of neat, I guess. However, being unable to control my jumps properly means that not only does it add to the enemy-on-small-platform problem, but platforms that I JUST can't reach because I need to be on block higher become annoying. Other then that yeah I guess it's a decent game. 5/10
Kamek Game is rather...Interesting. Instead of giving you a set of instructions like most games, all you're told is that z shoots and arrows move. Sounds simple enough, but it's not quite. The shaking of the background is a nice effect but is really quite annoying and makes it TOO hard to see anything else, plus all the stuff inbetween the blocks that I suppose is only there to make us stop and think "THAT MUST DO SOMETHING RIGHT" but SURPRISE SURPRISE THAT'S USELESS TOO. The need to rush simply does not work with the sometimes hard-to-see and instant kill lasers, sometimes leaving me wondering what exactly just happened. Also, enemies still do and take damage when dead, which isn't very good. But it's overall a neat puzzle. 6/10
Ruined in Wario, I played it earlier and loved it, though Wario's size compared to the rest of the screen seems a little large. Still, the overall gameplay is nice and the achievements are a pretty cool touch. I'd like to say more, but...There really isn't much more TO say. 8/10
Yoshirun is a decent game, though Yoshi's complete lack of traction creates a problem when trying to NOT run into spikes. Why spikes, anyways? How about instead a game where the point is to try to run INTO the spikes? Huh? Eh, whatever. It'd be nice to have more replay value beyond "COLLECT MORE YOSHI COLORS." Maybe give the Yoshis different abilities, or different level sets between colors? Speaking of colors, does the quiz at the start affect that at all, or is it just there to make me feel like it's doing something? It's neat, but...Eh. 7/10
Overall though, I'd have to vote for Yoshi Run. Some time, when my patience is a little better maybe I'll try to actually finish it...Or at least get that dang red Yoshi. Good job, Guinea and Funky.
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Alex |
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In Donaldismo Veritas
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| QUOTE (MegaTailzChao @ Mar 20 2009, 03:33 AM) | | [post] |
I felt like commenting on this. Don't misunderstand me, I'm not trying to "defend" my game from criticism, but I want it to become better, so I'll ask some questions, ok?
"it's a little ridiculous" Explain.
"The control is hard" Do you refer to the fact that it's difficult to make "drastic turns", as Mecha put it? I tried to fix this, but for some reason I didn't get the result that I wanted.
"going too fast will cause you to run into things and going too slow will either cause Goombas to get you" That's what it's meant to be. You have to speed up/down respectively in order to get through the whole level, and still get a good time.
"when you die the time does not restart itself" Yeah, it's because getting 40 sec on you every time you die seems a bit ridiculous. I could lower it into 15 sec, and make that restart everytime, though. I guess.
ANYWAYS, wow! I got to 2nd place! Thanks!
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