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Farmin

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Recent Movie Reviews

36 Movie Reviews

Bravo for inventing the time machine and traveling back to a time where jokes about men not being able to do laundry and women only wanting to have long term relationships were funny. There's a way to present your cartoon that doesn't include such mindless gender role drivel but you unfortunately took the low road on this one.
The worst part is that your overarching message is a good one but is undermined by the fact that if you genuinely think all men just want a women to do their laundry for them, 'being yourself' 'ain't gonna do squat.

You desperately need to fix your audio mixing.
I couldn't finish watching due to the incredible amount of distortion on just about every soud in the movie. It could be due to how you recorded the audio but i think it may have more to do with the level at which you had all your sounds within flash before exporting.
It's a simple issue that can be easily fixed and would've improved the quality of your film 10 fold.

BinaryDood responds:

Yeah I am aware of that :(

Hopefully wont happen again

Great animation anc catchy song!
Animation was smooth and drawings were pretty good.
I found the fuzz distortion on the robots voice during the verses fine and a good fit but when the chorus comes in it became very ear piercing and irritating.
Not that it ruined anything but it could've benefited from some eq work or perhaps just have been mixed at a lower level.
Other than that, it was great!

Recent Game Reviews

35 Game Reviews

Great game!
The aesthetics are excellent with some brilliant pixel art and catchy music.
Easy to grasp, an interesting mix of game mechanics and overall great fun to play.
Perhaps my only complaint is a slight lack in variation when reaching the greater distances.
Saw it right through to the end which was largely satisfying.
Looking forward to more great games from you.

Good but flawed.
The atmosphere in this game is excellent and combines a brilliant use of music and art.
The plot is good though there are a few spelling errors which would be nice to see rectified.
The game's main fault is that it's repetitive and boring, in some respect there would be moments that would work better as cutscenes than as gameplay.
It would've been nice to have the environment change every time you retrace it, instead of the minor tweaks that were present perhaps implement some seasonal changes to show the passing of time. A change of season would also allow the environment to become more interesting upon re-traversal using things like snow or dried leaves to change the terrain.
*MINOR SPOILER WARNING*
When you gain control of the giant it's also really really painfully slow to move, perhaps this was intentional to give a some weight to the situation and to give a sense of size to the guardian but it was really much too slow.
*END MINOR SPOILER*
On the positive side of things I really enjoyed the way the controls were given to the player, the two Japanese symbols displayed at the start were brilliant. They instantly conveyed 'use the arrow keys to move' in a simple and elegant manner. As mentioned the music was excellent and really suited the visuals and story. The pixel art was great particularly on the guardian which came off as looking very ancient and covered in years of plant growth.
Overall the game is enjoyable and the story is worth experiencing but It's a little on the dull side and makes you repeat the same sections several times.

'sallright.
You've got a cool concept here and i really dig the dynamic of enemy blood acting as your health meter but there's a lot of depth missing from your game and the gameplay comes off as clunky and awkward.

I spent most of the game waiting for a run button to be introduced as the walk and jump speed is incredibly slow and the game is rather hard to follow because of it. There were many moments while playing when an enemy would turn their back to me and i would try and seize the moment to sneak up on them only to have the speed of the movement throw me off and result in death. Everything about the visual language of the game and the way in which the movement concepts are introduced suggest that the character should be moving faster and the game should have a lot more flow to it but the game never quite reaches this ideal movement speed.
The main problem is that it's a little contradicting to introduce movement concepts like sliding up walls, grabbing ledges, wall jumping and swinging on chains and then restrict these movements so drastically with such slow movement speed.

There is also a rather large difference between the vertical (jump) speed and the horizontal (run) speed which is rather jarring when going from a wall jumping section to a horizontal running section. The momentum physics are also a little contradictory especially when running with falling very short distances downwards resulting in a complete loss of all speed gathered from previously running. The same thing happens when jumping while running and it sort of defeats the purpose of having momentum physics at all.

The first boss truly showcases this lack of freedom in movement as the boss is exceptionally difficult to outmaneuver due to it's ability to move an asston faster than you. The only really effective dodging tactic is to jump as it's your fastest form of movement and has no sense of momentum to it. This could all be avoided by again simply increasing the movement speed of the character or slowing down the movement speed of the boss.

I also found some general design aspects to be lacking. There isn't really much variation in gameplay after the tutorial section and the game mostly boils down to: advance slowly, spot an enemy, wait for them to turn their back, sneak up and drain their blood, repeat. This is unfortunate as for a game with such a wide variety of movement options there was never really a point that took full advantage of them. Most sections involve simple platforming, some ducking, some wall scaling with not a lot of timing, skill or patience involved. Enemy AI is fairly basic and that's fine but enemies aren't really placed in interesting or challenging places and most can be easily taken advantage of. There also seemed to be some lightly suggested stealth elements with aspects like ducking behind boxes and climbing in trees. It would've been nice to perhaps play with these aspects some more and include aspects like hiding in shadows, attacking from trees and perhaps even some sort of temporary invisibility power-up. Bonus blood could be given for not being detected or some sort of ranking system depending on how many times you performed a stealth kill.

Aside from these issues the game is quite well put together with some great visuals and music that suits the setting. I didn't run into any issues with lag and there wasn't a bug to be found so
it's unfortunate that this nifty idea missed the mark with the clunky controls and some odd design choices. Hope to see some improvement in your next game as the central concepts are all here and there's definitely some fun to be had.

Recent Audio Reviews

47 Audio Reviews

Some pretty cool polyphony and poly-rhythms going on here.
Interesting contrast between the first scale based section to the rapid broken harmony of the next section.
Must've been a cool lecture.

Sweet loop, love the toy piano-ey tinkery sounds and the slow attack on the string-like sounds.
Cool stuff.

Awesome, extremely relaxing (if relaxing can be extreme?)
Love the pad synth running throughout and the clicking rhythmic sounds.
As the last guy said there's come clipping going on at 3:13 which goes for a few seconds.
Cool stuff all around!

ChasingPresence responds:

Thank you! Yea I don't know what happened, guess a little bug, or sound collapse. I'll be sure to check for that in the future

Age 33, Male

Australia

Joined on 3/24/04

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