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I would say this belongs to the adult category.

Gameplay:
It's OK. The first tries were a bit hard (ball too fast, paddle too slow to manage two balls), but then the pink ball got stuck at the left side in the wall while the bonuses keep falling. Unfortunately at the beginning of the second level i got a new ball. Never the less i managed to finish the second stage. The end needs some kind of reward in my mind.

But it's nice, 4/5.

I have a few things to complain about:
- please add a counter which tells the player how many switches he have to press ("press x more switches to activate ..."). All your games need this.
- I got stuck on some point and couldn't find an walkthrough link. Is there a certain reason why you didn't add such a link to your game ?

But the game works so far, so 3/5 stars

OK,
maybe this just isn't my kind of game, but what should be addicting to watching a gray screen while the Nr.-killed-enemies rises and the health drops ?!?!?

That was really lame.
BUT: no bug found so far, game works (in its minimalistic way).
So i give you 3 of 5 stars.

It's strange:
I've started with level 11 and a bunch of bucks.
Shouldn't the player level up by him self ?

The font mentioned before is the general one. If you play in windowed mode you can't read anything.
The art is ok, the mechanisms seems to work. But never the less the game seems to be unfinished.

Timeslip responds:

You aren't far wrong, the survival mode is fairly new, and I hope to build in some extra features. Levelling up, as you mentioned, is likely to be one of them. It's likely going to work like: stat, perk, stat, perk. Thanks for the feedback.

I would recommend playing casual as well. Without the free keys i would have been taped very soon.

The information about the enemy was very useful. both, there attack and the total amount of damage the player would receive if he attacks. It helped me a lot.

The facet that the shrines get stronger is problematical in my eyes. I guess it would be better to keep the bonus-cost ratio the same. Because the enemies at higher stages loot more gold, the player can buy more bonuses at the shrines.

The treasure-chambers didn't make any sense for me. The demo wasn't long enough for me to buy even one treasure. I had only one pickaxe and the lucky coin i wanted to get costs 10 soul stones. Problematic if the player can only gain 6 stones in the demo.

All in all well made but just a demo, so 4 out of 5

indiest responds:

The Soul Stones are shared across the games, meaning if you have gained 6 stones, start a new game in Story Mode or Maze Mode you'll find yourself beginning with 6 stones already.

One bug discovered:
The old lady still has the old text (something about come back later) so i couldn't see how much gold i needed.

Everything else was just fine :D

Ok. The game looked good at first, but the game play is horrible.

All the enemies are moving very smoothly. But the players nanobot just hops from one point to another. I guess you use some kind of grid for the players position, right ? you should drastically increase the resolution of that grid.

Next, the messages at the beginning of each level should stay for at least double the time. I had to kill myself twice at each level to read all the information.

What system do you use to calculate the amount of stars gained at each level ?
I guess something like Passed level (1), no damage at health (2) and no damage at all (3). You should explain that to the player so we can keep an eye on this facts while playing a level.
for me: First level 3 stars - all the other just 1; and i don't know why i didn't got more.

All in all, the game was playable and i discovered no bugs so far. But please try to further improve your game. 3.5/5

Elementalys responds:

Thank you for playing and writing that review! I updated the game following your advises.

Because the other people just complaining about there plugins,
I'm saying: I had no problem with utility :D

Concept is ok, but not completely new for me. I've still played something like this somewhere, somehow ... can't remember where.

One thing that i would improve: right-click on a flash game isn't the best idea i thing. It felt strange and on some blocks it didn't worked. What about an hold-spacekey-and-click thing ?

The tutorial idea mentioned before sounds good as well. Especially because the Drob-block seems to be have no effect in my eyes (maybe because i can't read the description ? please optimize the resolution of the text).

Never the less, for the concept 4/5 stars

SapientStudios responds:

Thanks for the rating!

If you find where you've seen it before then please let us know.

Yeah we didnt realise the right mouse issue when we made the game as it wasn't purpose built for a web build. We'll probably do an update at some point to convert right click to alt-click

Yeah drop works best if suspended in mid air with no blocks around it, there is a known issue with the drop and we also have a fix for it which'll get rolled out soon.

Again, cheers for the rating, appreciate it

-Ant

Doesn't work for me, too.
Just the screen moving from left to right.

I have to agree to x1204. Finding the beetles was kind of annoying due to the fact that the window-size on newgrounds is smaller than your game-size. Never the less (with TABing) i could solve the first few levels. But on Lv. 10 ... no idea what you i should do with the colors. I mean: red + red = red. But none of the wheels had a red slot.

While i was writhing this, i got the idea not to mix the first-left color with the first-right color, but to do so with the first and second one on the left side ...
But i had to reload the page to log in and you don't have an saving-mechanism. So what about something like this at your next game ?

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