(RANDOM NOTES-- There is a window you can hope out of somewhere in the... second [I think?] map. It leads to an invisible wall, and you can't get back inside.)
I just finished E1M7. So I suppose my general thoughts are probably in order? ... I liked it! I have specific thoughts about the ELEMENTS of the first 5 maps as a whole.
And specific thoughts about the final two maps in their individualities. So I'll start with the first five maps and their elements.
--JUMPING--
First things first, it took me a while to realize that I needed to enable jumping. Maybe like a README that said "enable jumping" might have helped. Or if you presented the
need to jump earlier, and more OBVIOUSLY in the game. And on the topic of jumping, the platforming, while not TERRIBLE, is still pretty broken. I mean, I also forgot to turn
on freelook (or "mouselook" if you're weird `_`), so I couldn't see where I would land in any given jump. And when you DO turn on mouselook, looking down is still distorted
and stretched. It makes me feel sick but there are SO MANY JUMPING PUZZLES in this game. I didn't even hate all of them either, I mean, the timing puzzle in map 5 is pretty
fun and perplexing. And the one in the start of map 2 was interesting at first, but this type of gameplay sort of requires a thirdperson perspective in order to really work
consistently like you want it to.
With that being said, I still kinda like the jumping puzzles looking back on it. They kinda gave the game a more grand scale than the original Chex Quest had. Being able to
-And NEEDING TO- jump just makes this feel more like a VIDEO game. You had more choices. And every jump actually felt like a meaningful choice, because of how easily it would
backfire.
(UNRELATED: You use waaay to many Flem-Mines in the final elevator battle. Maybe dial it down to half?)
--ART--
I found the art in this game really good. You had supposedly made NONE of the textures, but I found the variety of stuff to see really interesting. I liked the way it really
felt like a completely different planet, and STYLE for that matter, than the original games. But it still kept in theme enough to feel properly CHEX-QUEST-TY. I kinda felt
Like an ancient temple. It has a real atmosphere and charm. And it's impossible to find somewhere barren in this game. (Unlike some other fan games in existance.....)
The sprites for your new *EEEEEVIIILLL* flemoids were kinda cool. I admit most of their creepiness comes from the audio, but they look distinct enough to tell apart and focus
on.
--NEW ENEMIES--
(UNRELATED: You use waaay to many Flem-Mines in the final elevator battle. Maybe dial it down to half?)
To focus on them SPECIFICALLY: I have a few problems, and a lot of praise. Nitpicks first though.
1) The upgraded Cycloptis' slime attack cannot be avoided if you try to go in between the three scattershots. Which would've been cool if you could.
2) The upgraded Bipedicus insta kills you? Really? BIPEDICUS? He is the SECOND enemy you meet in the first game!
And for praise.
1) I especially like how you slowly reveal each of them seperately with no enemies around them. It really builds up for the final levels where you finds mixes of them.
2) Those NOISES they made. It was both chilling and awesome at the same time. It just makes you wanna mute the game because it freaks you out so much.
3) That jumpscare where you jump into a hole and get surrounded by them was so trippy.
--MISC--
The levels are super long. And involve a lot of backtracking. Which wouldn't be too bad, after all, games like Super Metroid are made out backtracking, but in SM you were
collecting and hunting down cool powerups. In this you're looking for keys and doors. I'm not sure how you could fix this though, if I'm being honest.
I liked the save boxes on the walls. Nice touch!
Swimming was pretty fun at times.
Your game did a good job at making me relive that sense of adventure that the first game game me as a kid. I'm not joking. It has an authentic old school pc game vibe. Where puzzles have weird unorthodox solutions, and you have to face random, difficult tasks. I love it! Keep up the good work.
I'm reviewing these separately because they feel like a different game than the first five maps are. Not in a bad way though.
--EIM6--
As far as final levels go, this one isn't half bad. I like how it's one giant maze. Full of dungeons and catacombs, and you never really know whether or not something
is going to pop out or not. I would recommend putting some health in here somewhere though. I found like two(?) and that really isn't enough. You CAN properly build
tension by limiting health pickups, but it really only got frustrating. I cannot beat two Maximus' and a bunch of Communus' with only 20% health. I'm not that awesome.
That being said, you still keep a steady line of tension throughout. And a lot of build up toward STUFF happening is being shoved down my throat. It's awesome! I love
it!
And the challenges thrown at the player range from challenging to epic, and they never stop. I personally loved it. It was a fun rush. Just a bit too unforgiving at
times.
--E1M7--
If the previous level was "a bit too unforgiving at times." Than this one is just CRUEL. And the swarm stops being fun to kill when you keep getting caught INSIDE of
it. Unable to move. I ended up using DAVIDBRUS to get past it, but I still beat the actual BOSS with my actual health.
I am absolutely ok with this idea for a finale. But just GET RID OF THESE FLEM MINES. They LITERALLY swarm in, in PACKS. And I can't focus on any-enemies if
every-adversary keeps-cornering me into these fricken-flem-mines....
...It's hectically-horrendous..
I wouldn't say less enemies in WHOLE. But maybe spread them out better. Nothing sounds more fun than mowing down an endless hoard of Flemoids that come in steady
progression. But a LOOT sounds more fun than trying to make any semblance of progress in an endless crowd of things moving on screen, bumping into enemies, and no sign
that you've even killed ANYTHING.
See, the difference between the two ideas is:
MY EXAMPLE: If they come in steady waves, then each wave being defeated shows progress. The player knows that what they are doing is
actually DOING SOMETHING. It is immediately responding to the player, and it feels genuinely challenging.
--------------------------------
IN GAME: In the other example, the player feels HOPELESS. Killing a bunch of enemies still leaves the room as packed as it was before. Nothing is responding to the
player. Nothing is showing progression. And reaching the bottom doesn't feel like a success. It feels like a relief. And it isn't fun.
I would suggest that change. But it's entirely within your right to stick with your original ending. I just think a steady stream is more fun than an overflow.
I think the actual boss was pretty okay. The build up is MASTERFULLY done, but the actual result is somewhat underwhelming. I mean... two Super CycloptisPLUS's? You have
this massive, AWESOME arena full of detail, and hiding places. Maybe it would have been cooler if you made a *PLUS* version of like.. The Flembomination. Or that Maximus
that had a tank on his back. Or heck, maybe even a Lord SnotfulusPLUS.
Still though, I generally liked the ending. I know I wrote a lot of complaints, but all of my praises were addressed in the first post. Just assume that all of those praises
hold true here.
...And-also-alliteration-as-awesome-as-any-apple-ay?
