James Boxers
James   Pennsylvania, United States
 
 
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If you want me to review one of my games, drop a comment, I'd be glad to.

Trusted trader and errand man of Traders Guild, working in the US.



Traders Guild Ban Information

Due to a large volume of my comments being "Hey I'm banned, can you unban me?", I figured I'll write this out to avoid a bit of repetition.

Bans are to be handled by the issuer and only by another when the administration retires that position. If you would like to know who issued the ban, I'd be glad to take a moment to find that information for you.
Otherwise, post a ban appeal at this discussion board . A guide for posting a ban appeal can be found here . Good luck on your appeal.
Rarest Achievement Showcase
Review Showcase
2.5 Hours played
It's not a horrible game, but finding it on Steam and it's retail price, that's asking for too much.

This game would have been a good few minute time killer to avoid finger tapping, but it wasn't much more than that. I'd expect to see a game such as this on Newgrounds or any other flash game site, maybe even facebook. I'll begin with a general pro/con list then detail the good and bad to each test.

Pros:
+I bought it for $0.14 while it was on the Steam sale
+It did manage to create at least two "startling" scenarios, simply because of enemies appearing in close range with no prior warning, jump-scare if you will
+Some levels kept a focus between platforming and shooting
+The weapons each have unique functions: machine gun, shotgun, melee, explosive
+Weapons are introduced individually to give you a feel for their function
+The levels are generated exactly the same every time, so you'll know exactly where everything is/spawns if you should die or replay the level.

Cons:
-Retail price is 5 dollars
-At any point if there is a possible advantage of terrain or shortcut, the game finds a way of nullifying that with either flying AI or invisible walls that you may see too late
-There is a "bloom" in the crosshair, but any movement, continuous fire, or jumping does nothing to affect your accuracy. Your accuracy is always 100% no matter the condition.
-Crouching does nothing to help you, with 100% accuracy, fast moving enemies, and projectiles mostly in hip range, crouching doesn't provide any advantage.
-Enemies shatter into blocks. Anything too large of a block of that enemy will usually physically impede your movements when you collide with it. This becomes irritating when strafing suddenly comes to a stop because the block is on the ground nearby.
-Any moving platform does not physically move you. This would be fine if all the rotating platforms were all either irregular shaped or squares. This leads to the point where if you're too close to the edge, the second the blocks under your feet become space, you fall, typically to your death.
-Death starts the entire level over, and in most cases having prior knowledge of what's upcoming does nothing to help you progress faster simply because of the grind to kill enemies.
-The enemy AI pathing is both good and bad. It can follow the blocks presented to make a path to you, but sometimes it ignores "space" and walks over the air to reach you. They also may find themselves hung up on walls. And I mean literally as well, sideways on the wall stuck.
-Jumping has a commited jump arc. If anyone remembers the NES games of Castlevania, it's like that. It is exactly like that, buy a wedding ring for that jump because you're stuck with your jump direction til death do you part.
-The game does a terrible job of explaining your environment and how it interacts with you. Several instances will lead to your death. You'll find yourself doing a trail and error with the game's environment if you see something you haven't seen before.
-The levels are exactly the same down to enemy generation, it provides no replayability.
-The game fails to follow a flow, each level is drastically different in what you just played. The only thing that follows, if it does, is just reskinned enemies.
-The slow-motion does not follow your mouse movement and just interferes with your game. If you spin the mouse to fast, your character will turn back and forth between opposite directions because the mouse speed forced in slow-mo can't follow your mouse position. Red Dead Redemption and Max Payne had a function for using slow-mo as an advantage. One Finger Death Punch added slow-mo for flair, but it gave you a break and prevented interfering with the game by not allowing enemies to be within reach during tha time. Dead Bits scripted slow-mo on certain enemies or cues, whether you like it or not.
-Dubstep. It would be fine if the creator of the dubstep didn't also thin himself out to make everything else in the game.
-Music is not consistent throughout the game. You'll play in complete silence sometimes then the music kicks on "cues". Then at other points the music just leaves entirely if playing for too long on one segment.
-There is no pausing the game, you just open the menu and the game continues.

Sadly due to character limit, I cannot go into detail on each level, but I'll leave the first two here as example.

Test 1
+Introduces machine gun, shoots bullets
+Introduces you can't shoot outside of starting box
+Shows basic enemy
+Shows how they interact when near you
+Cool slow-mo show at the end of the level
+Lets you determine how to find the exit to a level based on the only change in the level
-Doesn't let you fall off the level, you die if you fall off any other level
-An entire test is given with no instruction but you just instinctively shoot at zombie looking things because you've played a zombie game before
-You can shoot the trees, but it does nothing
-That shrilling sound at the start of the level will be the sound you hear at the start of every level from now on
-That number on the bottom is your health, but it's only a number with no indication unless you see that the enemies attacking you and seeing that number decrease are relatable

Test 2
+Introduces shotgun
+First test of weapon switching
+First test to introduce platforming
+First test to show you the destruction of trees as well as how destructable environments can also prevent enemy advancement
+Enemies can come in different sizes shown in this level
+Further proves killing all enemies is needed to progress
-You can die immediately after starting the test by simply missing the jump down
-First instance of enemies walking over space to pursue you
-The tree hitboxes are giant prisms, they do not possess a detailed hitbox
-You begin to understand that the enemies' death blocks can block your way
-That spinning platform at the end, it is possible to die just before exiting if you fall between the small gap of the block and the end of the tunnel
-Music leaves mid-level because you've left the starting 5 zombie rush


Again, it's not a bad game, it's just asking for too much and I felt the developer spread himself too thin on a pretty nice idea. There are some bad concepts to it but also some good ones. I'm mixed, but the only way I could recommend this game is for the 14 cent sale price. At least then you could get your money back selling the cards.
Recent Activity
308 hrs on record
last played on 22 Feb
17,976 hrs on record
Currently In-Game
0.7 hrs on record
last played on 21 Feb
76561198356083451 Trade Banned 31 Jan, 2023 @ 12:50am 
i got kicked for unknown reasons from the group please help! thanks
76561198356083451 Trade Banned 31 Jan, 2023 @ 12:50am 
+rep
Leon S. Kennedy 23 Sep, 2022 @ 4:07am 
I have a question.Traders guilt ban ?
James Boxers 12 Aug, 2021 @ 8:47pm 
No.
James Boxers 17 Jul, 2021 @ 11:15pm 
There's nothing explicitly against it unless it's in violation of Steam's ToS. But ultimately it is a form of "trust trading" where items can't be traded securely with one another, so exercise the same caution you typically would with these types of trade.
17 Jul, 2021 @ 10:48pm 
Are awarding steam points allowed as trade items in Traders Guild?