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WarpZone

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Recent Movie Reviews

193 Movie Reviews

Literally peak comedy. As in most of the jokes were about a microphone peaking.

Does anyone know of a 3D PC video game with this kind of distorted camera? It looks really cool and different.

No ear wiggle?

Recent Game Reviews

250 Game Reviews

I can't get past the EVADE tutorial on my end. No matter when I click or how many times I click the mouse button, even if I'm moving to the right as fast as possible AND I remain "dashed" for several consecutive sword swings, I still die 100% of the time to the lightning. Is it possible the end-user's computer specs (either too fast or too slow) could make this challenge impossible?

Yword responds:

Hi WarpZone, really sorry about that...
Maybe try holding down the right mouse button to dash when the player is near the lightning?
Or would you like to try control scheme Type B or Type C? (You can find them in the description above.)

And I've made a gif to demo the evade, you can check it out:
https://www.dropbox.com/scl/fi/u9km0255mbn7bzus98nyh/ProjectSwordius_EvadeDemo.gif?rlkey=mccv2bwk8rvdqcxh5zeeln1ga&st=v9yy1ebi&raw=1

You've got a nice core mechanic here, but am I the only one who feels like this was a missed opportunity to go full roguelike? Swapping items is fine, but stacking items could be amazing!

(Also, if you wanted to make the razors 100% deterministic, just swap the X and Y values during a collision, inverting whichever one corresponds with the direction of the hit wall.)

I think the most interesting thing about it is the "unfolding" gameplay of each individual run. Sometimes you're trying to spend all your hearts without going over. Sometimes you're trying to level up. Sometimes you're trying to leave treasure on the field for improved rewards later. Sometimes impulsive (or desperate!) random clicks at the start will reveal other tiles (Rat King, Slime Wizard, Crystal Ball, etc.), basically forcing long-term planning not available in other runs.

Protip: if you're willing to die a few times "rerolling" the run by blind-clicking spaces on the edge of the map, you can sometimes end up with interesting run-differentiators right from the start. This can help you learn the deeper parts of the game a little faster!

Edit: Finally beat the dragon for the first time. Killing the 10-hp Minesweeper Warlock makes ALL the difference! Take my Fiven!

Recent Audio Reviews

16 Audio Reviews

Awesome loop, reminds me of Parasite Eve 1.

...and frankly, that's all it takes to please me. :) Great job.

Great happy NG fodder. :)

Nice. :) I like the melody, and the way you wove it into a larger work. The techno mumbo-jumbo that kicks in around 1:10 is nice and smooth because it's just what's expected. The same goes for the sudden quiet purity around 1:45. 2:00's almost a little too slow, but then it picks up again and the beat is great from there on out. All things considered, a nice perky techno song with some cheerful acoustic piano. Great for the credits in one of those epic clock crew blockbusters they release once in a while, or just a shiny pick-me-up on your playlist.

XenoxX responds:

Yes I like to start of a songs slow then speed up some then slow in the middle for a big finale melody then a slow ending. Its kinda a habit not sure why tho.

Thanks for the review!

Recent Art Reviews

8 Art Reviews

Lightbringer was really interesting to learn about. It keeps reminding me of things like Diablo II and Guardian Heroes, (which is absurd, since those games came out much later!) I'd imagine LandStalker was probably a more likely influence? (You really see it in that room where you stack the crates to reach the treasure chests!)

In any case, the mashup of dungeon-exploring mechanics with room-based beat-'em-up gameplay is surprisingly smooth. I suppose there's some AI tweaks in there to prevent the enemy from approaching from the top or bottom. (These mechanics, and especially the ranged build just wouldn't work in arbitrarily-shaped rooms, otherwise.)

I was never really clear, from the gameplay video, how important it is to level up? It always felt like kicks did nothing, and lightning arrows could one- or two-shot everything, and mimics are surprisingly flimsy. I also wasn't clear on why sometimes looting bows was good, and other times it was bad??? Maybe I'd have to play it to understand.

Keep up the good work. You really nailed the vibe of the ending, IMHO, and somehow the quirky not-quite-anime pixel art linework made the leap to equally-quirky vector art surprisingly intact? It's like a photocopy of a photocopy of a photocopy, bouncing back and forth across western and eastern cultures, over a period of like 30 years, (much longer if you trace the influences all the way back through D&D to Tolkien!) but somehow it came out the other end of that process with the heart intact, and plenty of style.

Also, Cisty's slow-motion impression of Chun-Li every time she tried to cross a room quickly got a chuckle out of me.

I barely ever rate Art, but this thumbnail just CALLED to me. Gorgeously rendered, on-model, and gameplay-accurate, with a touch of whimsy that really gels with watercolor, as a medium. I can't think of a single thing that would improve this piece. Gorgeous.

You should totally do Legend of Mana. Maybe Darkstalkers, if you feel like it. They both have watercolor official art. I could also see Metal Slug or Gunstar Heroes looking great rendered like this, but now I'm just saying "literally any sprite-based video game."

It's the flared nostrils for me. XD

Age 45, Male

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