I'm a college student studying video games and how to make them. I enjoy playing most kinds of games, and will hopefully soon enjoy making them as well.

Comment History
Tolma
Tolma Aug 13 2013, 1:21am says:

This game has been on the internet forever, and it's so much fun. It's really cool to see that it's coming to this platform. When this came out years ago I spent so much time playing it on my browser. AWESOME to see it come to an actual platform.

+1 vote   game: NEED FOR MADNESS
Tolma
Tolma Jul 4 2013, 7:08pm says:

This looks like Spyro, word for word.

+1 vote   game: Deo
Tolma
Tolma Apr 28 2013, 3:14am says:

If you're going to make a game that throws your player into a position where they have to find their way through challenging rooms, I would suggest you don't make them watch a death animation, read a little quip. Get your players right back in the action, because dying is a very tedious thing in this game. Having a quip come up as dialogue to read as you retry a section would be fine, but making me read it before restarting takes too long, especially seeing as how often i've died in just the first five minutes of the game.

+3 votes   game: Boredom
Tolma
Tolma Jan 24 2013, 8:56am says:

I'm digging the new logo.

+2 votes   game: Megabyte Punch
Tolma
Tolma Jan 24 2013, 8:49am replied:

I think I see where you were trying to go with that, but that's what recovery moves like the flight and jet move are for. The way it is currently, you're actually making me choose between an extra recovery (like a triple jump hip) or an insta-kill. No player will outfit themselves without a pelvic thrust part because there's such a disadvantage to not. This way you're basically forcing a part move upon a player, which in a game so heavily based around freedom of playstyle is not something you want to do. Add this to the fact that the shield now takes a shorter amount of time and less damage to break, makes the shield 1. Something I might not ever risk using EXCEPT off stage and 2. one of the most reliable ways to kill (which is quite the oposite of the intended function of a shield I think you will agree.)
On top of this, I have just played tournament mode, and have found that the same 20 damage and upward killing knockback does not work on enemies, who don't even spin like they used to when they have their shield broken. Also, the tournament health bug still exists.
Something else that bothered me was the decision to remove individual shoulder pieces. But it's more understandable, as being able to have two of the same recovery move can be a little too useful.
I have more to say, but perhaps I will share some more opinions in a future video.
Thank you guys for the hard work. Even though I don't agree with some of the decisions you are making, I appreciate what you guys are doing.

+1 vote   game: Megabyte Punch
Tolma
Tolma Jan 24 2013, 12:22am says:

I just updated, and I gotta say guys, I'm not too impressed. Getting rid of all those varied movement upgrades makes the selection of parts seem more stagnant. (the Toxi Hoodi doesn't have any item discription by the way). On top of that, right away i noticed that the new shield break mechanic is, well broken. If my shield breaks I not only get 20 damage, I also get thrown immedietly into a killing slo-mo flight. With the pelvic thrust now as a part easily accessible, this makes insta kills possible. Even with the unknown head, my upward speed makes insta death possible if I'm underneath a block or two. This is not something I want to see. In fact, it's an even bigger offense than the down-air's previous overpoweredness. On top of that, there are some very lazily done icons for the new part abilities. The assets for those look sloppy and off. The new forward double jump animation is only activated when the initial direction is forward. If you fall and jump backwards before jumping forwards again, you won't do the flip. I was really excited about this update. I was really looking forward to the Beta release, but sadly this did not meet my expectations in the slightest. I realize you're still (and now) in beta, but the previous versions were better than this. This feels like regression.

+1 vote   game: Megabyte Punch
Tolma
Tolma Jan 22 2013, 8:54pm says:

I'm trying to install the game on my computer through desura, but it's telling me that there is no available version of this game for me to play.
Edit: nevermind. I had to go through a few weird steps to get it to recognize that I can download.

+1 vote   game: Dawnstar
Tolma
Tolma Jan 5 2013, 4:57am replied:

SPOILER ALERT
I finally got to the Binary Fortress, and I have to say that it's the most frustrating thing so far in the game. The flying enemies are far too hard to hit because they can spam their attacks at about the same rate as you can get into the air to attack them. That combined with the fact that their attacks are homing half the time makes them devils to get rid of. Drill using AI is the damn hardest to deal with and they're everywhere and they're way too accurate with the drill (a problem exacerbated in tournament mode). It's way too easy to die in the first stage when jumping at that one point kills you if you forget. The door tease at the end of stage three was torture, as I only had one life left at that point and no fume hood. And finally, when I got to the boss, he had two little minions that annoyed the hell out of me (added insult to injury at that point. I was pretty angry). I know that Binary Fortress is the newest level, but I just had a hell of a time with it and thought I might share my thoughts. The only redeeming part was the room where the Subprograms were fighting the Empire. That was pretty neat to see in the middle of the level. Sorry for the mini-rant.

+1 vote   game: Megabyte Punch
Tolma
Tolma Jan 5 2013, 12:56am says:

I'm curious: besides the addition of a few vehicles how can you distingusish this game from titles like Ace of Spades or apparently Brickforce?
What reason can you give me to convince me that your game is superior to other voxel FPS games?
I'm not accusing, simply curious.

+1 vote   game: Guncraft
Tolma
Tolma Jan 3 2013, 6:04pm says:

Hey, I'm really enjoying this game so far. I only have a couple critisisms that I can think of that I haven't seen yet:

1. I find the levels becoming very predictable with the fight trapping, even after level 3. It slows down the pace of the game, and forces me to do fighting that seems pointless and time wasting. I should want to fight the monsters, I don't want to feel obligated to do so.

2. Arial attacks. I know they're supposed to be finishers, but they also deal so much damage (or so it feels) that i find myself not wanting to do anything but back-air and down-air. I don't think I'm in a position to suggest fixes, but if I could hazard a guess I would say decrease their damage and increase the knockback just a little.

Keep up the great work! I look forward to the next update.

+1 vote   game: Megabyte Punch
Tolma
Tolma Jan 2 2013, 12:36am replied:

I'm sure the developers know this. Honestly when it comes to games, these kinds of things don't matter.
When they're using the apples as an upgrade item, what they were in the bible doesn't play into how they function in game.

+1 vote   game: Party of Sin
Level
Avatar
Avatar
Offline Since
Dec 16, 2013
Country
United States United States
Gender
Male
Member Watch
Track this member
Comment Statistics
Posts per day
0.0
Games
11