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Ragekaje

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Recent Movie Reviews

6 Movie Reviews

This is really good! I enjoy you and your dad's sense of humor. I also liked the animation style, it worked well with your humor and sound effects. The only reason I don't give it 5 stars is because of the sound quality, your sound effects blocked out your dad's voice at times. I would also advise using more vocal inflections to bring out more character. Either way, its still good!

FbMan responds:

Thankyou for the comment :/

This was great! I understand no Japanese whatsoever but I still fully enjoyed this. The animation was highly appealing, the sound gave me constant nostalgia, the voice acting was so terrific, I was trying to figure out how you coordinated so many voice actors to speaking a different language so successfully, the story was dramatic, yet flowed much like an RPG would, and the character development left me itching for more.

I understand that you do not want to make a sequel. My comment is: if you're feeling up to it AND you have new ideas as bright as the ones behind this, then go for it. I agree with what you said about so many titles being ruined with sequels. Anyway, I can tell you poured a lot of effort into this so let me tell you, every one of these stars... You've earned them.

I really enjoyed the artistic style you have. I has the details of a sketch but with the such a vibrant color palette. The only problem I have is that the main character dies for a reason unknown to the viewer. I give you 4.5 out of 5.

Recent Game Reviews

15 Game Reviews

Josh, your games are flipping amazing!

You managed to build a very deep game in 72 hours that made me reflect on my life. It literally stopped me, and made me aware of my own thoughts and feelings. I can't thank you enough. Bravo!

The art in particular caught my attention right away. There was such a simple, but very intentional use of color, and I love it! The graphics are simple, yet evocative. You managed to capture so many details while keeping all of the characters and scenery very simple, especially the backdrop of the "outside" area. (both in the real world and in Paradise)

Chris Zabriskie did a wonderful job with the music. It certainly fleshed out the tone that you were trying to evoke in both "scenes." (the real world and Paradise) I like the soft pads sound that plays in the real world because it communicates the mood that the character is in; this helps tell the player the emotions that the character is feeling when the dialogue does not. It is also very cool that the Paradise music is off-putting, but not downright creepy. Because it sits somewhere in between somber and unsettling, it conveys a feeling of "I have to get out." Genius.

The story.... man, the story. I think you did a phenomenal job! You managed to make a 3-4 minute gameplay session have a greater impact than most 20+ hour games. The setup is very nicely laid out. The middle of the story (in Paradise) is cool because there are extra characters to talk to, and this more deeply informs the player of the world and the change that was made by entering Paradise. The climax is so well executed that I got chills, and felt fired up. This wasn't a game about winning or losing, but I felt like I won because my character survived, and that made ME want to survive! Kudos! Overall, I don't think there are plot-holes or missing story elements. I think you distilled the story down to its bare minimum, the essential pieces that create such an impact. By not overtly stating every detail to the player, you make them think and wonder; it makes them look more closely at the details, the background, the word choice in dialogue, the stances of each character, etc. I love finding all those details that HAD to be placed in the game with intention.

In terms of gameplay.... well, that's a hard one to critique. I understand that this form of game requires minimal gameplay. So, I cannot say much.

Overall, this is an amazing piece of art! I love it! 5 stars! You make awesome games! Please, never stop doing what you love! I look forward to the next creation! :)

Criobite responds:

Wow, thank you for the very kind words; you have me lost for words on how to respond! It really means a lot to me that there are people who benefit from my work.

Oh, I want to clarify something about the music. Chris Zabriskie produces royalty free music for people to use, and I just used two of his tracks that felt about right. And that was actually in the last 20 minutes or so of the jam. ^^

I certainly see what you were trying to do here, but as a player it is very frustrating to play. :(
I should start by mentioning that I did complete the game. It was arduous and frustrating, but I managed to finish it.

The optical illusion aspect is kind of cool. However, it is kind of a guessing game to figure out which direction the next platform is in. As a player it is not very fun because there are no clues. There is nothing to go on, so it doesn't engage my brain and make me think. I just have to keep trying directions until I find the pattern of directions that works. My suggestion is to find a system that works and embrace it.

One of the paths you could take is to make the game more of a memorization puzzle. If the entire level layout is shown from multiple angles from the start, then the player has a chance to memorize where the platforms are. After that, the player must navigate the level using the confusing and optical illusion perspective. I'm imagining the spinning camera that Super Monkey Ball uses at the start of every level. If you end up doing this, make sure that the player can optionally restart the level to see this spin-down again. They might not want to see it every time they fail, but they will want to see it on command.

The other idea is to allow the player to rotate the stage 90 degrees to view it from a similar perspective but at a different angle. This would make the game more of a spatial puzzle, where the player has to make sense of the level by only seeing orthogonal perspectives.

Either way, if this is your first game, don't get discouraged. My first game was awful and I never let anyone see it. Everyone has a tough time when they start, and that's only because there is a lot to learn. Some people will give you valuable feedback (hopefully mine is valuable) and other people will just say how they feel without giving you suggestions or explaining why. Listen to the feedback, but don't let the criticism keep you from making games.

Don't give up! Keep learning, keep trying, keep getting better! :)

Cool concept! It just needs a bit of polish!

The puzzle concept is very cool, its a basic block pusher with a directional twist. However, it was a very rough ride figuring out what the puzzle mechanic is.

I'd like to start by addressing the art, as I feel it was my first barrier to learning how the game functions. When the first level started up, I took one look at the screen and had NO idea what was going on. I didn't know if I had a character or if he was on screen. I couldn't tell what was space and what was a wall, and I didn't know what the movable block was. The art style you were aiming for is cool. After pushing buttons and starting to figure things out, I realized what you were going for and I think it is cool, but over simplified. There is room for improvement if you can get your art to teach the player just by looking at it. If you can use things like color, shapes, lighting, shading, etc. to teach the player what their character is, and what the objects mean, and where the goal is just by looking at the art, you've saved them a lot of time and helped them get to the awesome part: playing the game!

In terms of level design, each of the puzzles was great. It slowly got more difficult, requiring the player to think slightly outside the bounds of what they did before. But, I do have issues with the first level. After being confused by the art, I had to press buttons and learn things the hard way. I figured out quickly that I seem to control the green thing. I moved my green thing (presumably a dude) over to the pinkish, greyish thing, which upon first inspection, looked like a dude with a mustache. (the black "arrow" was a little misleading at first) I tried to push it sideways, but it looked like I glitched the game and that the thing moved diagonally instead of straight. (I understand this is supposed to happen, but as a new player, I couldn't understand why) Needless to say, I had to fiddle with it for several minutes before understanding the concept, why the block moves two spaces sometimes, why it moves diagonally other times, etc. My suggestion is to add even more introductory levels that have basic blocks. (without arrows) If the player first grabs onto the idea of moving a block, they will have a stronger foothold when figuring out the directional blocks. Even if you seldom or never return to basic blocks, starting with them is well worth it!

In terms of sound design, there isn't much to say. :/ I wish there was some ambient puzzle solving music in the background. If you're willing to put in the work, you could have some sort of series of quick notes when the player moves a block, (maybe C E G played very quickly, etc.) then have it play twice on the directional blocks that move more than one space. This could help the player learn that it essentially moved twice. Even more, you could have the rewind function play the notes in reverse to indicate a backwards movement through time. That would be cool! :) Feel free to use all these ideas.

All in all, it seems like you enjoyed making this! I enjoyed playing it! I think you have a sharp mind for design! Keep up the great work, never stop learning and implementing new things! I look forward to what you come up with next! :)

Recent Audio Reviews

32 Audio Reviews

Very cool! Love the main guitar riff! It gives me killswitch engage vibes and some other 2000's hard rock/metal!

A little bit of constructive criticism:
- The drums seem out of sync with the guitars and bass at some spots. Not sure if this is a flam-like thing, or if this is a misalignment with the grid.
- I recommend choosing a different snare and kick sample for what I imagine is the "verse" section starting at 1:03. The vibe shifts to something more mellow there, but the kick and snare are still slamming (just due to the nature of the sample) like they are in the chorus section. I recommend a sample that sounds more natural and I would even include some ghost note snare rolls in that section. I think it will emphasize the groove the guitars are laying down.
- Also, if you pick a section of the song (or just a piece of a section) and remove one or two of the instruments, (remove drums and bass, or remove guitars, or whatever you like) it will keep the song engaging because the listener wasn't expecting that change up. Then you can reintroduce the instruments at the right time to create another drop (or just make a bigger impact) I like to do this around the "verse 2" area of my tracks.
- If you haven't already, I would experiment with some more automation in either the gain on the tracks, the overall volume going into the master bus, or some eq automation, just to keep the sound changing as the track goes on. This one's gotta be used sparingly though, I've killed mixes by overdoing it, lol

A few more things I liked:
- Love the chopped up staccato bits at 0:38 and 3:17!
- Love the guitar tones! I'm always looking for similar tone but can never seem to find it. (I also rock a schecter) Are you in drop B? (or B standard) It fits your tone wonderfully! The guitars sound beefy without that overemphasized low end. They sound scooped, but still have quite of bit of meat in the midsection to keep the tonal clarity! Awesome!
- I actually really like the bridge section at 2:39! Its different than what you've set up in the song so far, but totally fits the vibe you've been riding up to that point! (love the bouncing back and forth between that open chord and the octaves on the 3rd and 5th string)
- Mix is really good! I can hear all the parts clearly! (the guitars are a little loud for my taste, I would prefer like 1db less guitar and 1db more bass, but I'm just being nitpicky at this point, still sounds great!)

All in all, I love this tune! I would love to hear the vocals over it! Totally understand the difficulty in recording metal without disturbing neighbors, the struggle is real.

FarFromSundown responds:

Love the detailed review! Lots of good points and suggestions for me to explore! I really like the idea of removing some layers on the 2nd verse. Honestly main reason I don't do this is is because if I'm adding vocals I usually have to have my voice more isolated on the track because I hate my singing voice lol. But I absolutely see the validity in that suggestion.
I'll probably take a crack at implementing some of these when I can get that office area better sound dampened. (Hopefully will happen by beginning of next year)
Thanks for listening and taking the time to drop such a helpful review!

EDIT: I'm in drop B using my 6 string schecter btw

Great riffs, my dude!
Guitars sound awesome! Great tone with keeping the clarity in the chords. I would throw a gate on the input of the guitar. (or if you have one on there, I would tighten it up so it acts faster or at a higher threshold) The section at 0:45 has some brief rests, and the gate will help clean up the leftover string vibration when you palm mute. (or left hand mute, but it sounds like a palm mute to my ear) This will make that next chord sound a little more punchy when you slam it. I recommend a gate on the bass guitar, too, so that it works in tandem with the guitars.
I would use less reverb on the drums, but that's just personal preference. They sound like live drums from an arena show, kind of like they are behind everything else. Drums sound good, nonetheless. They fit right in the mix and have beef but clarity, too!
In terms of composition, the sections are all interesting and have good transitions! My only complaint is that they are all at the same dynamic level. Everything is slamming the whole time, so it kind of takes away from how slamming it is. There's nothing to contrast the slamming. Even just a short quiet section, or a quiet measure to transition into a section would help accentuate the intensity of the whole song.
Overall, great job! Can't wait to hear the vocal version! Sounds pretty kickass already!

FarFromSundown responds:

This might be the most well thought out, helpful review I've ever gotten! Thank you so much. I thought about adding a quieter clean guitar part that would build back up, but honestly nothing I wrote at the time seemed to fit properly. I really appreciate you listening and taking the time to review everything! Means alot! \m/

Recent Art Reviews

3 Art Reviews

Pretty cool!

What did you use to make it? What paints, canvas, etc? How long did it take?

Templar180 responds:

I used acrylic paints,a thin canvas, and it took me about four hours. I t has a lot of layers so the colors can look solid.

Hey, I like your art!

I think you have some pretty good talent and great potential!

There is something I have noticed that I think might help: You have a lot of internal lines that define the wrinkles and curvature of the person you're drawing and the clothes they're wearing, etc. I think if you short up those lines and even remove some of them, it will make the surface you're drawing look a lot smoother. For instance, in this one, the jacket and skirt have so much definition that they look a wrinkled (like my clothes always do because I forget they're in the dryer, lol!) Try to challenge yourself and think "if I could only draw three internal lines to define the shape of this object, where would they be, and how long would I make them?"

Either way, really cool stuff! Keep up the work! :)

Templar180 responds:

Wow. That is a really good idea. I will try that.Thank you.

This is cute and it made me smile! :)

Templar180 responds:

Yep. This is my Super Smash Bros character.

Just an octopus cooking up breakfast.

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