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Well, i was pretty lost after collecting the first items. Theoretically all your ideas are correct. But some more hints would be cool (maybe just optionally to leave the challenge to the hardcore gamers). Or simply make the hotspots visible. After knowing what the player can use, it will be easier to figure out everything. As it is now, it's hard to find out where the items can be placed and what is just background.

For the rating: everything works, no bugs found but a bit short
4/5

The graphic looks fine and the movements are smooth.
But the camera should be allowed to rotate by 360° by moving the cursor to the edges or something like this.

That the spells take so long to cast is a bit annoying, but not a problem as there is no timing task so far. Some more levels would be cool for sure.

Never the less a nice game, keep going please.
One star off because it's so short.

hmmmm .... doesn't work for me. The view always turns to the ceiling and then slowly spins clockwise. if i work hard with the mouse i can manage to turn the view to the floor, but as i stop it turn up again. What a pit cause i really would like to play your game ...

looks like the player has the same size like the blocks witch is a problem:
- crates are pushed even before touching them.
- once a gap is smaller than one block, the player doesn't fit in to push the crate back.
- even dying is pretty annoying if you just die because there are spices in front of you ...

additional: walking small steps is hard because the player reacts just after the key is already pressed a certain time. thing about a square function to increase of speed to allow small steps at pressing short time.

All in all is works but it's buggy.

ThalesQwerty responds:

Fixed these bugs.

Thanks!

well ...
the ball shouldn't start straight upwards. It was pretty easy to clear the first line in the middle just by NOT moving the paddle :P
Additionally, the effect of the "upgrades" wasn't really visible. And you should add more. Something like enable extraball-powerups, paddle-lasers, etc.

It's a usable base, but no addicting game so far.

I like these clicking games, BUT:
- 40clicks/sec ?!?!? man that's crazy. I got 14/sec my myself and 15 with an auto clicker. My browser isn't able to handle more, so please think about this number again ...
- 10.000 bosses killed ... will be hard to reach as you don't count the bosses multiple times. On lvl 65 I've got 14, means that i have to restart the game multiple times ... or in other words: the player needs to beat 10.000*5lvls ... was this your purpose ? with 30sec/lvl to kill the 10 monsters .. .this would be over 17 days ... i sure want to waste some time, but not over 2 weeks ...

Graphics are nice, but some achievements need a rework i thing.

TapTapInfinity responds:

Hi there, thanks for trying the game out, great to get feedback. Later game there's a way to reduce the number of monsters to kill per level and you start being able to go through levels *really* quickly so the bosses achieve is easier than it appears.

For the clicks/s ones ... this was a mobile game first and it's easier to get up to that number with multi-touch, for sure there are some things to tweak for the web version! Thanks for playing!

It's really short (2:30 minutes), but better this than way too long :P
The different object-screens need some go-back arrows. just like the ones to turn around in the main view.

Except these minor things i can't understand why the other people complained about your game.

Played 1 hour and managed to afford the firs upgrade of each attribute.
But man, this is boring as hell ... and the prices for the second stage is a bit high don't you thing ?
divide the prices by 10 and i may play your game again giving it a second chance. but as now it's boring ....

by the way: how is the money gain calculated ? used 20 bucks to invent something and got 2k back. Used the 2k to get some expensive stuff and sold it for 300 ... WTF ?!?!?

Must be a super developed planet where the ship crashed. There bullets are able to fly circles, no way to dodge them. Furthermore all enemies have a poison touch for the ship. They destroyed it while just walking by as i run away from them. After wave 8 i recognized a slowdown. are you sure you release the unused objects and instances ? seemed like they would add up.

i guess it's one of your first games though it's ok so far. but make the bullets dodge-able in your next version and the enemy should EITHER follow the player OR attack the ship.

Krevzz responds:

We made the enemies bullets homing as otherwise gunner's were too easy to dodge, as for the ship damage we added the gunners in at a later stage which broke my shield code, so i made a code for all mobs that damages the shield/ship on collision to avoid this :P

I did have more mobs spawn after wave 10, which halved the FPS so thats why i took some out and added the 'Supercharged' versions, i had tested it on multiple PCs but it didn't slow down for me, ill look into it.

Thanks you and thanks for the feedback :D

congratulations, you've got my graphic card crashing right after i've clicked the play button !!
The Game is very slow from the beginning on, from the moment the game has loaded. Thinking about this sentence twice ... slow doesn't even nearly describe what your game is ...

And yes, it's your game. The TV stream in the background runs normally while it's even pretty hard to write this because everything in this browser tab is just soooo slow ...
This is the firs time something happened to me while playing on NG, there for i can't even guess what went wrong .... just try your best to find out and get rig of it.

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