Latest Reviews
kurath
For: I Wanna Kill The Blue Mage 2
For: I Wanna Kill The Blue Mage 2
This game is kind of a mess. However, its largely a pretty enjoyable mess. There's more details if you're interested but the summary is that this is a sizable, almost pure needle platforming adventure game with some interesting bosses and I'd certainly recommend a playthrough to those who like that combination. I would not recommend it to those looking for an adventure game that incorporates interesting gimmicks.
There's two aspects where I feel the game shines. The first is that the graphics are almost entirely great and there's generally some good use of varied sound effects. Animations and transitions are well executed and the general production was excellent. The second is the bosses and that's even factoring in there's some pretty atrocious attack balance and some fairly repetitive attacks. I think a large part of that is that he good use of the battle arena and having varied arenas, and the sword felt powerful and interesting to use throughout.
Unfortunately the platforming I felt leaned more towards the mess side. Save balance was a total mess, and a large part of that was due to the sword. It felt like it was added after the fact (and it was a great addition) but that the vast majority of the stages weren't adjusted to compensate for it. Even after there was a sign saying 'I'm onto you and your tricks', immediately afterwards there would be entire saves you could just effortlessly skip with it. Even when the sword wasn't involved, the save balance was a mess though. The good thing about this is usually when save balance made no sense, it erred on the side of caution but it made large sections of the platforming feel unsatisfying. Gimmicks would come and go seemingly at random and rarely felt important. The jump refreshers and ceiling platforms for instance felt like impractical downgrades of the traditional (but most were trivialized by the sword anyway), triggers which were consistent throughout the early game suddenly became more like traps, briefly, or change form or function constantly. It was... messy. The baseline needle was still solid though, so it wasn't terrible.
Finally, the cohesiveness of the game felt like it was dissolving throughout. The cutscenes became less consistent, the area transitions and aesthetics felt less logical and progression felt jumpy culminating in an ending that didn't seem to even exist. However, the impression I got from it is not so much that DevFlare/BlueMage didn't know what he was doing, so much as he was losing passion for the project. What he is capable of really showed through here and I hope he finds inspiration for a new game because with a bit of polishing and a bit more passion this could've been really stellar.
[3] Likes
There's two aspects where I feel the game shines. The first is that the graphics are almost entirely great and there's generally some good use of varied sound effects. Animations and transitions are well executed and the general production was excellent. The second is the bosses and that's even factoring in there's some pretty atrocious attack balance and some fairly repetitive attacks. I think a large part of that is that he good use of the battle arena and having varied arenas, and the sword felt powerful and interesting to use throughout.
Unfortunately the platforming I felt leaned more towards the mess side. Save balance was a total mess, and a large part of that was due to the sword. It felt like it was added after the fact (and it was a great addition) but that the vast majority of the stages weren't adjusted to compensate for it. Even after there was a sign saying 'I'm onto you and your tricks', immediately afterwards there would be entire saves you could just effortlessly skip with it. Even when the sword wasn't involved, the save balance was a mess though. The good thing about this is usually when save balance made no sense, it erred on the side of caution but it made large sections of the platforming feel unsatisfying. Gimmicks would come and go seemingly at random and rarely felt important. The jump refreshers and ceiling platforms for instance felt like impractical downgrades of the traditional (but most were trivialized by the sword anyway), triggers which were consistent throughout the early game suddenly became more like traps, briefly, or change form or function constantly. It was... messy. The baseline needle was still solid though, so it wasn't terrible.
Finally, the cohesiveness of the game felt like it was dissolving throughout. The cutscenes became less consistent, the area transitions and aesthetics felt less logical and progression felt jumpy culminating in an ending that didn't seem to even exist. However, the impression I got from it is not so much that DevFlare/BlueMage didn't know what he was doing, so much as he was losing passion for the project. What he is capable of really showed through here and I hope he finds inspiration for a new game because with a bit of polishing and a bit more passion this could've been really stellar.
Rating: 7.5 75
Difficulty: 62 62
Jan 11, 2018
IGINLAJ
For: I Wanna Be the Emperor
For: I Wanna Be the Emperor
Pretty long and hard adventure. I like it
[6] Likes
Rating: 8.0 80
Difficulty: 90 90
Jan 11, 2018
DokiNabi
For: I wanna love the steak
For: I wanna love the steak
Honestly this game is kinda funny without being very difficult. Just a short game with about 10 screens and each screen has its own little thing.
Extra is way more difficult and actually requires 1f jumps and some maneuvering, but isn't necessary for clear.
[2] Likes
Extra is way more difficult and actually requires 1f jumps and some maneuvering, but isn't necessary for clear.
Rating: 5.5 55
Difficulty: 40 40
Jan 10, 2018
Delicious Fruit