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StretchJohnson

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Recent Movie Reviews

49 Movie Reviews

I liked it, but the first first person shot stops moving abruptly I think

jumpbreak96 responds:

was intentional but should have kept walking until the next shot I guess.

I guess it works as an animation showcase and a knock at anime tropes, but beyond that it's pretty devoid of content. If you're an animator then it would probably be fun to watch, but the joke "anime is predictable" has been made a million times before, even by anime itself...

edit: wow my most popular review yet... Thanks guys!

I feel like I've seen this before, specifically with jawbreaker. It is a pretty predictable formula; normal cartoon episode beginning, weirdly worded speech and then something awful happens.

Recent Game Reviews

25 Game Reviews

I love how the shading and gradients from this type of pixel art are handled, and how strong the blacks in the background were. Both details are indicative of a particular system I don't know the name of, so there's natural synergy there. I also liked the color pallet for this reason.

Jekdersnek responds:

Thanks so much! I spent a lot of time on the game's assets. ^^

Overall, it was a very enjoyable experience, being faced with a brand new scenario and learning how everything works from the ground up through experimentation. The only issue I see with it is that some of the puzzles don't provide any feedback about the effects of what you're doing, making it near impossible to understand what is happening. This was only so bad I had to use the hints twice for me; first with the key pad puzzle, and second with the last pipes puzzle.
With the keypad, I thought the symbols were some kind of binary counting system, and that I had to simply press them in numeric order; of course this was way off, but I had no way of knowing except through the hints system.
With the pipes, I understood immediately what I was supposed to do. but, when I entered it wrong the first couple tries (due to lack of coordination), I started to second guess myself, because there was no indication my idea was making positive progress, i.e. there was no feedback.
Since both situations had to do with puzzles based around entering a very specific set of inputs, I don't see an immediately obvious way to provide feedback. Just think, how would you do it other than signalling that each individual input was correct? The puzzle's premise would have had to of been dependent on a less stringent end condition, otherwise feedback would have made it immediately clear you were doing the right thing, ruining the puzzle.

I like this game a lot. The premise is very smart, and the puzzle designs smarter.
With that said, I really wish it wasn't based on perfect execution; I don't like that I have to do everything I already did over again because of something I did after, such as dying or making an irreversible move. It's a puzzle, followed by a combat section where you only have one hit point, where if you die you're sent back to the beginning of the puzzle; It lets you get a taste, only to take it away at the last second.
Frustration is the feeling of being blamed for things that aren't your fault. It makes you feel powerless, like there is nothing you can do to get what you've invested energy into wanting, such as a good social standing or winning a web game. This is the antithesis of what games are supposed to do for you (unless you're some kind of masochistic bottom gimp or something).
The game punishes you for failures that definitely aren't your fault:
You are bad at the game, because the last enemy dropped a patch of grass you had no idea was poisonous, forcing you to start all over? doesn't sound fair to me; The game clearly failed to telegraph what happens after they die, since walking over previous enemies you've killed is perfectly acceptable.
Got the puzzle a solid 95.8% correct, but at the end found out you failed to do one tiny thing you weren't aware of till the end, and now you need to redo everything you already got right? Again, nope; the game should have better telegraphed all the elements that make up the puzzle, rather than putting them on opposite sides of the screen to help you forget about them (ask any user interface designer). On top of that, a puzzle with consequences is generally pretty conceptually bankrupt. Puzzles are supposed to be calm environments focused on discovery and learning from your mistakes; bullying someone does not make them learn, it just demoralizes them, makes them hate you, makes the frustrated.

The worst part was that the frustration never went away; it was consistent throughout the entire game, always coming up with new ways to torture me for trying to have fun, like the game was specifically engineered to create this feeling. Not a good time. The two stars are strictly for the Graphics and Music, which were both great.

Recent Audio Reviews

10 Audio Reviews

Sounds like Muse

Shifterhead responds:

I WISH!!! But thanks for that huge compliment!!

Reminds me of old lemon demon, except a little scary

Sounds like waking up the day after losing someone, and coming to terms with it throughout the day.

Recent Art Reviews

9 Art Reviews

About as good as it gets

Why are you drawing your sister like this?

Can I use this as my phone background?

Hello! I make music and art! Hopefully games soon! Follow me! Like the things I make! Now!

Age 25, Male

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