Pertokeyo's Comments

Game Comments
Play blob aliens 2 blob aliens 2 Mar. 29, 2012
The graphics are competent and creative. The bold colours and gracious animations throughout compliment the otherwise static background. The presentation, especially in the menus and slime text show that you are raising your profile. Sound effects are appropriate, suitable and clean. I really favour the slushy alien kill sound – it’s one of the best I’ve heard. The music completely immerses me in the experience. Overall it’s an impressive game that makes good use of an upgrade system, and more importantly a life system which is crucial. The progression design still feels a little elementary and crude, but the execution of basic interaction leaves a sweet if imperfect taste. *** 3 / 5 ***
Play blob aliens 2 blob aliens 2 Mar. 29, 2012
It’s unexpectedly pleasant. The game is completely functional and the shooting operates smoothly. The critical kill concept works wonderfully, especially with ghost enemies. A rechargeable jetpack is a simple and unique idea, but it ends up becoming slightly gimmicky, largely because the target vector goes haywire and fails to track the crosshair effectively when I am airbourne - this could be because pressing up glitches the crosshair tracking. It’s sometimes hard to tell if an enemy has been damaged so i’m convinced the life gauges may be broken as they do not show partial depletion. Probably my biggest disappointment is the relentlessly unindividualised waves - the 20’s were like the first waves, just with more firerate. Try altering the bold colours and make some of enemies stronger/weaker to mix it up.
Play Just John's game Just John's game May. 05, 2010
I quite enjoyed your game. It has all the elements which make is functional, playable and exciting. Very few amateur developments have bosses or create various levels that are optional from a menu. In terms of gameplay I found the difficulty quite refreshing, although the stages were too short, though without any seriously noticeable errors in the programming I can only encourage you to expand rather than fix. Truly the graphics show that you are putting some commitment into your games. It takes a lot of raw talent to create stunning visuals, but you’ve tried hard and done well. Various objects like the ships animate upon collisions and the frame rate is smooth. Now the audio is laughable and predictable, but I suppose I’d rather hear cheesy copied soundtracks than nothing. I’m glad you used individual sound effects for each level though. Your games show promise and without major flaws present you should focus on creating a larger and more expansive game using your determination.
Play TurnToWhite TurnToWhite May. 05, 2010
These games I do tend to enjoy. But this is lacking in a great deal of expansion and length. Even playing it properly by working out the code randomly only takes a short moment. You need to make it larger and harder, perhaps increasing the difficulty through selectable levels presenting a fresh new set of circles each time with a new code. Although not always essential in a puzzle game; graphics do make the experience more involving and enjoyable, so try to animate the key interactive aspects and add a suitable undistracting background. You should also ponder over audio too, although it is a low priority. Remember that this is a chance to be creative and play around with the codes, and I look forward to any results that you may submit.
Play Maze Game Beta Maze Game Beta May. 01, 2010
I really can't commend this much. You need to rethink about how much effort you're putting into making games because none is coming across here. You have two poorly drawn and designed mazes that can be click-held and right clicked {menu} to cheat. The promise of new additions seem admirable, but fresh innovations {changes} are required. Look carefully at where you place clickable objects too, as the top of the play button meets with the maze for instant game over. Graphically it is boring and mundane; lacking in beauty, elegance and sparkle. There is no animation at all and the writing is barely legible. Try carefully drawing little ambient details to make each level feel unique. Once you've made the necessary improvements think about some audio. Take some time with your work - it could really pay off in terms of personal achievement.
Play Ant Ascent Ant Ascent Apr. 29, 2010
This is a beautiful game; instantly captivating. The free roam concept is brilliant and allows for unlimited dodging with the addition of occasional obstacles. You've even added an achievement system and a high score board to increase re-playability and further enjoyment. I didn't notice any major programming blunders but the toothpaste needs both an ammo limit and a decrease in fire rate, perhaps only slowing blobs down rather than causing them to simply disappear. Adding to the experience greatly are the fantastic cartoon like visuals that show a lot of effort. They look clean, fresh and nearly all are animated. They make the experience of playing the game quite immersing. Along with that is some really listenable audio that accompanies the lightness of the game to a degree of great satisfaction, plus you have the ability to mute them separately. The game has been presented very well. It's playable, enjoyable and somewhat expansive; showing a good deal of talent and composure.
Play Snake (no walls) Snake (no walls) Apr. 29, 2010
This is a typical and mundane game of snake, but you've made minor alterations to it. Firstly you've increased the speed at the cost of the walls. This does add the element of key stroke accuracy and increase the difficulty quickly, but without an option to slow it down the result is limited. Try using different speeds as alternative game modes accessible from a menu. Also you may want to create more excellent backgrounds for each mode or made selectable via number key. Try to animate and texture the snake with lighting and bodily ridges. You also need to design and program a high score board to keep users contesting against each other and coming back for more; the addition of audio would make that more enjoyable. Uniqueness is something that you need to add to your snake games, and this can be done through effort and initiative.
Play Ambulance Frenzy Ambulance Frenzy Apr. 26, 2010
Firstly I was immediately impressed with the graphics. They are not astonishing but they really create and capture the changeable environments well. It helped with the frustration on some of the later levels. However I discovered problems with the physics early on. When I reversed on a straight section and accelerated I tipped over my back completely. Apart from that though the vehicle does feel controllable and it is somewhat fun to drive. One of the major issues your having though, and you'll need to fix this, is a scripting error with certain sections of each level in regards to backgrounds. At the start of some levels, and somewhere halfway, the entire background layer is lost. However I think you've put some effort into this. The mechanics need some fine tuning, but the game is playable, enjoyable and a little memorable. What would really boost this experience entirely is some energizing audio.
Play snake snake Apr. 26, 2010
There are lot of really poor snake games on Kongregate, ones that use simple templates and add nothing unique. This isn't one of them. You've taken snake and added your own cartoon like touch to it. But it's very easy and it takes an agonisingly long time for the difficulty to be sufficient although I can see very young kids perhaps being satisfied by it. The best addition is the face which changes on collision. But because you're lacking a lot of extra presentation, leading to a lack of replayability, the game bores quickly. There needs to be high scores obtainable through different modes. You could also try implementing obstacles that the snake must avoid. Finally, when you're settled with the theme find some audio which melds well with it.
Play Dinosaur VS Islands Dinosaur VS Islands Apr. 26, 2010
Taking into account the time constraints for its preparation, you've done fairly well. The gameplay presents three different modes, which although present little challenge, are slightly fun to play. You've shown some raw programming knowledge here. Graphically it's quite colourful too. The pixelated drawings have horrible outlines though, but the objects are legible. You've also saved some time for little visual details {eg the red scarf} which can make a big difference. You've also complimented the game with an array of appropriate sounds and music. This should most certainly be a fine entry.
Play WonderMaze 1.0 WonderMaze 1.0 Apr. 25, 2010
I can see you've put some effort into this game, it's far from the worst maze game I've seen. However it's still extremely basic, short and unexciting. You need to execute some more ideas such as moving blocks and time restricted areas to create a challenge, although I loved the idea of invisibility. With this you need to make your maze many times more attractive - a green fill won't impress anyone. If you have blank areas in your maze try some ambient decorations, regardless of your drawing skill it will give us something to look at. Add audio that matches the pace of the game and submit your work again at anytime.
Play Destroy All Humans Destroy All Humans Apr. 22, 2010
I've seen you make a lot of games now. However they do appear to be more like visual showcases rather than interactive exercises. The foundations and programming skills shown here really prove that you're capable of building something. You've got edge detection, almost perfect collision detection and solid raw gaming ideas. Along with that you have nearly stunning visuals that show some great effort. But it's lacking that glue that melds it together. You need to find out how to increase difficulty parameters as the game progresses, perhaps changing environment as you destroy more humans. A high score board would turn this into an endurance game provided that death is possible. Remember to add audio and a mute button.
Play Stream Stream Mar. 07, 2010
The comments are a little harsh, your game is certainly not bad. The gameplay is simplistically basic, without any deviation from the standard circles, but the programming behind them is good. The difficulty is variable depending on the random appearances and speeds of the circles. The only problem is that most of the time the best strategy is to simply move around in a circle, which would be easier to do with the mouse rather than letter keys. The main highlight is the smooth meshy colours and the rich trails; it has a real certain style to it and it's presented very well. Your menu text has great composure. The music is slightly obscure but suitable, however you are missing a number of sound effects for new spawns and acceleration of the blue ball.
Play Fleet of Neptune Fleet of Neptune Mar. 07, 2010
You've executed all the basics pretty well. The collision detection is fair and difficulty increases quickly with random enemies and power-ups. However there is a serious problem with ship movement boundaries; I can maneuver the ship out of bounds and off the screen, losing it completely. However you've presented some viewable graphics that capture the environment of the game well. The missiles look solid and the enemies are shiny and colourful; the power-ups are well animated. Sounds are sensible and smooth; highly listenable. You have already climbed a good number of steps in your first production - now you need to think about separating the enemies into waves and incorporating a leveling up or upgrade system to add strategy to the game.
Play Mushroom Defender Mushroom Defender Feb. 25, 2010
This is actually a fairly well constructed game. It has many of the basic fundamentals needed for satisfying gameplay. The shooting mechanics work but you need to make it clearer where you need to hold the mouse to make sure everybody understands how to enjoy it. The difficulty is about right but it requires significant expansion. Before each level there could be a shop where upgrades {eg reload speed} can be brought for either score points or coins. Graphically I think this is incredible. Firstly the menu page has a breathtaking amount of detail and wonderfully bold colours. The frame rate is a little choppy, perhaps requiring a slight increase, but doesn't ruin the professional presentation. These amazing graphics continue into main game where the animation is competent and fluid. The experience is complimented with two fairly generic background tracks and a finely tuned cannon sound.
Play Skater Maniac Skater Maniac Feb. 15, 2010
You've presented this game well. Your artistic talent is better than mediocre but you need to watch your colour palette; there is too much sickly yellow. The gameplay is basic, but playable. Try looking around for audio, the collabs section on this site may have something suitable.
Play Neon Bubble Neon Bubble Feb. 15, 2010
This is a compact but competent game. The gameplay is simple but playable, and exciting. However the red bubbles appear randomly and can trap the wheel without warning, therefore occasionally bringing in an unnecessary luck element. The graphics are zany and spice up an otherwise blank boring black background. The sounds take the game on an acid trip because they are so appropriate to the crazy feel of the game.
Play Survive Tamota Prasus Survive Tamota Prasus Feb. 15, 2010
It certainly provides some moderate entertainment. The presentation is good and the auto acceleration allows complete focus on avoidance. However the mechanics are not perfect at times. I can do more than one jump at a time, even on my back, and land back upside down without taking any damage. Graphically I think the ground itself could have benefited from some texturing and subtle markings; it looks like a jagged grey shape as it is. However the other visuals are fairly competent, especially the scrolling background which is simple but effective. The audio is also great.
Play Pongsterbation Pongsterbation Feb. 15, 2010
The gameplay mechanics are acceptable, but the presentation of them is dire. The paddle looks like a white brush stroke done in half a second and does not reflect the actual detection area. It is also difficult to get the first hit if the ball moves along the radius in the opposite direction to where your paddle is. Bring the visuals up a level by adding colours, an animated ball and movement trails. Meld them together with good audio.
Play Tri-Tris Tri-Tris Feb. 15, 2010
I appreciate what you are trying to do; the execution is not too bad. I like the smooth mesh Tetris blocks, but the entire display is lacking colour and flavour. Also three blocks is far too easy for anybody but the very young. Try a five block Tetris design... or make a Tetris template that randomises block sizes. Your presentations skills look okay so focus on creating a great Tetris environment with additional (challenging) gameplay elements