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Recent Movie Reviews

36 Movie Reviews

It would have been better if you'd shown the terrible tourist entertainers on the plane to pleasure island as well.

I think that's one of the few movies of Sexual-Lobster, which I won't view again. You've seen it once, you've seen it all.
But it seems great to troll people :)

Nothing to complain about the graphics or the sound.

Love it when Anthony Daniels, Warwick Davis and David Prowse (or is it Sebastian Shaw?) get electrified together.

Recent Game Reviews

90 Game Reviews

What I like about this game:
- Very nice pixel graphics
- an interesting story start
- it's a round-based RPG (I like those a lot)
- Music that is okay (it's getting annoying over time though)

The worst part of this RPG is the controls; they're really awkward and sometimes really frustrating (I currently fail at bunny floor 8). I applaud the attempt for a novel battle system, but there would be better options.
So here are some suggestions:
a) Is there any part of the story, where it's necessary to control the characters separately when they're not in battle mode (i.e. not a single enemy nearby, or even in the room)? If not, you can safely assume that the player solely intended to have separate controls only for fighting.
b) There should be a better visual cue, which character currently has the lead (e.g. a circle around it's feet) and which one is currently controlled (yes, I saw the grey box).
c) During a battle where I control both characters, I have faced situations where I pressed the arrow key to finish a move of one character, but accidentally that was interpreted as another move for the next character (i.e. I moved with one character in a position that I didn't want to). This is a very frustrating situation, which lead to lost battles.
d) Is it really necessary to handle weapons and (healing) items as if they were the same? i.e. I find it really awkward that I have to switch from a weapon to a healing items during a round...
e) Have you considered using more than 2 keys? Sometimes I get confused over the multiple modes especially during battles. I'd rather prefer to have a system where I have to press ctrl+1 to use a healing item. I accidentally used healing items or stood still when I wanted to attack, etc....

and some minor details:
f) there's probably no need to switch to cinema mode, just to tell the player that a door is locked ;-)
g) I don't want to go back to the start screen, when I'm killed (or at least not by default), but to respawn at the last save point
h) add a skip dialog/cutscene option; especially for those times when the player already saw it, as they had to respawn
i) it would be nice if there was a permanent or icon if a room has been cleared/is safe (not just a disappearing message). Also it would be nice to prevent the player from accidentally waste weapon usages (e.g. remote weapons) in these situations.

BigBossErndog responds:

Thank you for the in depth feedback! It is definitely helpful to have such an in depth review like this!
I guess I can respond to this in parts.

a) It's not necessary to control characters separately, it's more a feature I've implemented for the full game Scrap Arms. You can get separate dialogue (e.g. taking to Humlas) depending on which character is your main. But it's not required for battle, though it can make battles easier if you directly control the other people rather than leaving them to the AI. But yeah, again, it's more a feature for Scrap Arms rather than Scrap Memories (I'm using the same game framework).

b) I totally agree with this. Will be doing so for future episodes, will update this game too when it's implemented.

c) This is very useful thanks for pointing this out. I will be experimenting with ways to make this more clear.

d) Again, this is more a feature for the main game Scrap Arms. I guess it doesn't work for Scrap Memories, but right now my main priority is using Scrap Memories to develop the framework for Scrap Arms. There is a reason they are treated the same.

e) I've decided with a two key system. After playing Mystery Dungeon my biggest personal complaint was how many buttons was required to play the game, and roguelikes like this are notorious for their use of many keys. My biggest challenge personally was to reduce the number of keys as much as possible. Of course this is just a personal challenge, after the feedback I've received I will be looking into what will be the optimal way to spread out controls. If you can suggest some ideas for keys for specific functions in a private message it would be really helpful!

f) This is interesting. Right now the only textbox I've got is that cinema mode. I'll see how it streamlines the experience to have a separate 'classic' textbox specifically for small tasks such as the locked door.

g) That's a good idea. I will be implementing that soon.

h) Right now you can hold down the Z key to speed through text. As for skipping cutscenes entirely, this will require more work because of the way cutscenes are set up.

i) This is a nice idea. It's definitely not at the top of my priority list, but it's a good idea I'll consider in the future.

Again, thanks for your feedback! I'll definitely consider a lot of these in the future!

There should be a Seppuku option.
Somehow I managed to dash into the wall and then couldn't exit the room anymore :-(

Thoof responds:

Oof, I'll have to fix that at some point. Thanks for the feedback :)

The aspect that I disliked most about that game is the fact, that the story development was based solely on the protagonist's POV.

Given the fact that the protagonist supposedly cared for Nat, felt sympathy and guiltiness, but never cares enough to ask what has happened to her since she departed (or doesn't consider it important enough to mention it), this is probably the most nonsensical plot hole in this game...

Recent Art Reviews

2 Art Reviews

It's okay

Usually I would give 5/10 for such a drawing. In my opinion it's below average; also in reference to most of your other drawings. It's pretty obvious that you didn't put in a lot of effort e.g. overlapping lines, wrong "M" signet on the cap, a title that is neither original nor a clear reference ("super" is missing).

I'll give a 10, because I want to even out those who voted 0 a bit...
1) because it's unfair and childish to vote 0 on a piece of art, just because you dislike the message it transports
2) because I have a disgust for people that show nothing but disrespect towards homosexuality.

I simply love it! :)

Not only is it nicely drawn out, but it's at the same a great idea, that uses catchy memes.

It tells us something about the western perception and concept of gender and beauty.

Even more it also represents 2 figures that certainly had an influence in the history of art.

Age 40, Female

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