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8 Game Reviews w/ Response

All 37 Reviews

Great for such a simple concept! I'd like to see a mobile version. Have you tried porting it out to Android?

VascoF responds:

There IS an Android version: https://play.google.com/store/apps/details?id=com.vascof.HyperTunnel

iPhone version coming soon too.

Good test

Great 3D, but the game action was very unsatisfying. Shooting the aliens was as gratifying and easy as wielding the sword in the old laserdisc Dragon's Lair.

Xplored responds:

haha. It's a nice comparison :D
We got the point.

Fun, but yes-- Too easy.

Very good game play. Satisfying destruction. I just felt like everyone kept hanging around the edges of the screen like I was missing something. I was finished after level 5 and quit. I agree that it could use more incentive to keep at it. Just making it harder will, well, make it harder, but won't necessarily make it funner. So, don't waste too much energy just updating the difficulty. That's just the symptom of it maybe needing something more to do, destroy, somewhere to go, etc. Otherwise, though, it's definitely fun for what it is.

grainsalt responds:

I think the issue was always that it was tailored to the origional client's taste for the game so I may update the difficultly if it becomes a major issue for people. Otherwise fair points.

great

I didn't have time to play this morning but didn't want to stop because I wanted to see what my next "feature" would be. That's a good sign of a fun game. I like the eased movement, but it took me a minute to realize I wasn't supposed to be "driving" him like a car with my arrow keys. I'd probably prefer a bounce off the walls rather than a loop. It was kinda disorienting sometimes. That's more of a pref than a prob, tho. Nice work.
Oh, nice music too. Upbeat without sending me into a glow-stick headache.

SirRealism responds:

XD Nice comment! Thanks! ^^

Not quite ready

I loved the mood of the opening intro, but didn't care as much for the art style of the game. The guy walked pretty slow, and there were red boxes around everything.

RockLou responds:

The boxes will disapear, and I know it's laggy, that will be fixed in the finished game.

Harder, but with what purpose?

I like the idea, but honestly, I felt like you were trying to make the game more interesting with the crazy screen movement. For me, it was a bit like telling me that I'm going to have more challenging fun on my Wii today because I'm going to cover one eye. No, it will be more challenging, but a challenge that doesn't relate to game play ultimately (in my experience) just becomes tedious or annoying. I think version 2.0 should bag all the screen "tricks" and introduce more challenges that relate to the game. Obstacles, enemy size, enemy fire, hyperspaces, etc. are all ways people have worked to make their game get bigger and more interesting -- and challenging -- as game play progresses. I think you'll have a lot better player retention if you get a good cup of coffee and try to brainstorm what people haven't yet done with this kind of game that you can incorporate. There's another series of games out there that have the same limitation (IMHO), where you have to hold down a different keyboard key before shooting so that your bullets will be the right color for the target. In the same way this is similar to me--that's just complication, not challenge.

Otherwise, I liked all other game elements... playability, firing, movement, art.

AwokerR responds:

ok, thanks :]

not that engaged, but fun arcade play

I liked the arcade style play, but I'm not fond of the "different gun for different object" type of challenge. It's challenging, but not in a way that I find that enjoyable.

ChromeShark responds:

I personally like games that require different weapons for different obstacles, I think it adds a bit more strategy than the common 'shoot everything that moves' style. Each to his own though, I appreciate your review.

could be more Wall Street-ish

I can see how you could come up with more advanced profit-loss ideas, like more of a "I'm buying", "I'm selling" feel. It would be more fun for me if you then made a higher profit from selling when the ball was high on the screen, and vice versa. Maybe you incorporated that, but it was difficult to tell.

chocolatechang responds:

actually it was much simpler... the profits gave you 30 points.. while hitting losses gave you -50.

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