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Listen2Reason

270 Game Reviews w/ Response

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Controls? Instructions?

kerihobo responds:

Ah, basically it is a point and click game, you use your mouse to click on things. While it could have been good to guide the player, we decided against it. Thank you for your feedback though, it is something to consider.

Something must be wrong. I mean, it's well animated and everything, but even though I smash every one it says "Smash", I get game over really quickly!

Evil-Dog responds:

I think you've missed the gameplay entirely, press How To PLay in the menu.

It's just a bunch of people walking. Am I supposed to do anything? Guess it's just an infinite loop. What's the point?

UncleBig2D responds:

This is not a infinite loop game... Click the screen to start game, please... T_T

It's a good start, but it needs some polish. When I started it up, of course ads loaded, and of course I started feeling annoyed and impatient. So when the ad FINALLY ended I pressed the "PLAY" button as soon as I saw it. Unfortunately, then I was confronted with an inscrutably complicated screen. I almost gave it a 0 right then, but I decided to give one more chance; I reloaded the game (and sat through the ad AGAIN), and then looked at the screen--and there were instructions. Not within the game itself or even in the description, but they WERE there. (It's kind of strange, isn't it, that you get told "Hold P to review controls" at the end of the first level...AFTER you've mastered all the controls?)

Anyway, on the second level I'm supposed to be able to push a box, but I can't, so whatever, I've spent enough time on this already.

TerribleDesign responds:

What is it with people refreshing their browsers? That is what R to reset is for. I am very pleased that the game loaded very quickly for you. That means I optimized the music properly. :)
As for putting the pause instructions at the end, repetition is key. You may forget a key binding later in the game, and the first screen is set up to make it clear when to do what actions. Basically small scenarios where they will be useful.

The second level introduces blocks that can only be moved vertically or horizontally. The two important switches for solving the first puzzle in the fastest way are different colors to make it more obvious.

If there is anything you would change to make the game more obvious, let me know.

It's all right, but it's kind of repetitive...I got to level 8 and there are still only three kinds of hazards?

JackAstral responds:

Every 5 levels a new type of enemy is introduced. Maybe I should have spiced things up a bit more :b Thanks for playing + reviewing! :)

It's okay, but...Kind of obvious. You really didn't have to watch that hard to figure out what was going on. And yet, at the same time, it wasn't really explained how it all worked. It was all left vague.

Also, if you're going to write stuff in a language that's not your first language, PLEASE have an editor look over what you write.

Sonoshee responds:

No it wasn't left vague, you had to understand it by yourself, Stevrovich got the idea : Proxy is not a human being, it's a malicious creature who has been in a partnership with the culprit, he's the one who turns off the lights and he has some out-of-the-usual speed ( explains why he can kill them in such a short time) and strength ( tearing apart wires and hanging Laurie).
But I'm not ready to tell all this backstory in in-game dialogs, as they're not key points to solving the case.

I apologize for my English, keeping a steady level in four languages at the same time isn't the easiest task, so I hope the English used in Proxy isn't really that tough to bear and understand.

" have an editor look over what you write " : I hope you understand I'm a 17 years old bedroom developer, having an "editor" isn't something I can afford. That's why it's called indie anyways.

It's okay, but the movement is, overly sensitive or something? It's SO easy to overshoot where you're jumping to. In the tutorial level it took me six tries to jump over the first gap--because I kept jumping so far I landed in the fire!

VinceB responds:

I made a couple changes in the update I just posted.

-Light taps of the directional buttons don't move you as far.
-Letting go of the directional buttons while in mid air slows you down faster.

Every time I try to land on a platform I die! Well, that was dumb.

Mantis1 responds:

Perhaps because they aren't platforms?

The rule changed right when I clicked a shape. That's hardly fair.

MiniChimera responds:

The rule changes when you click a piece, so you probably clicked 2 pieces really fast and the rule changed in between.
Also, there is a pattern to the rule change, if you pay attention you will notice that after a few times :)

Honestly, it's kind of lame. The "combat" is pointless button-mashing. The exploration just barely kept me awake. The best strategy is to just run past the enemies...which is fine, but then when you fall too far the game "blinks" and makes you pause for a moment, which interrupts you. The game world is vaguely described, and it keeps talking about "You have to decide whether to bring back light or let the world slip into darkness!" and...why would I choose one or the other? What information do I have to base that decision on? In fact, what information do I have on this world AT ALL? What's GOING ON? It's meaningless jumping and sword-swinging. Just like how it says "Go west for your fate, east for your legacy"--Why would I pick one and not the other, and what do those things mean? Well, it turns out they don't mean anything. Anyway, I finally got to the boss, or something, I guess. First you have to fight more pointless baddies, which is impossible to do without losing a good portion of life. Then...well, since you can't attack the boss directly to get down his HUGE life bar, I figured you had to whack his attack back at him, but if you do that he just sends it back to you, so...I'm out of ideas. Oh well.

VanDiest responds:

Thanks for playing. I'm sorry you didn't enjoy it as much as I'd like.
The whole point to vaguely describing everything was to keep the mysterious tone of the game and let your imagination fill in the blanks.
You are suppose to choose both your 'fate' and your 'legacy' aka the two gem pieces, not just one.
The boss fight was a homage to The Ocarina Of Time zelda game. You are suppose to continue to hit the energy ball back to the boss until he missed, which would take a big portion of the boss' health (4 hits to kill).
Also with the skeletons, You should try another strategy to fighting them. Are you constantly running around them and aggroing abunch? why not try standing still while attacking?

"I'm sure they'll listen to Reason." -- Snow Crash by Neal Stephenson

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