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jea, color puzzle. Also, the shaking of the mute button is annoying as hell. I just muted it to make it stop shaking.

First level is ok, walking around works. After this one, it get's really confusing. The player, i finally managed to get it released, moves soooo slow. And what am i doing?!?

Skolas3654 responds:

Are you holding down the Left mouse button the move faster? Its in the instructions

NOT fun to play. I would really like to know, how the other 3 guys played this game. First of all: i wouldn't suggest you to create random levels. By this, one can always encounter an unbeatable passage. Like on my fist run: after opening the first door i was overwhelmed by 2 punching guys, one pistol guy and two shotgun guys. Really? How should i beat them? Also, since i played the tutorial first, i still had the gun. Very confusing at the first moment, since i hadn't any bullets. Using the right click menu was like pain in the ass. On the second run it was gone. Speaking of the second run: was OK for the first 3 floors, than again - 2 punching guys and one with pistol. Was able to tackle down the first one, and was knocked down before i even reached the one with the pistol. How is this game intended to be won? Starting from the beginning over and over again till by chance the randomly generated levels are easy enough?

Neroun responds:

I do not understand . Three betatesters tested my game (the third one hasn’t yet confirmed) and they said that everything is fine! Reached up to 70 or more floors! I tested the game and everything was fine! At the first level, cops with only fists and a pistol + plus a chance of 1/8 the appearance of one cop with M16! The chance of more powerful cops will increase with the number of floors!

Basically looks ok, but why is everything so small? I had to zoom in to see the different types of enemies. Also, what is the function of the commander? You should explain some of the functions at the beginning or in the description.

sylar909 responds:

Did it Now!! Thanks again for your comment!

Got stuck after the dragon fly disappeared without releasing the moon. I followed the track in the wrong direction first and after that the correct one. But nothing happened. After that i left the scene and came back. But the fly has disappeared.

The first level is ... hard. I only found one strategy to survive the first 3 waves. Machine turret, wait, build another machine turret, wait, sell the second machine turret and build a laser turret before the first yellow wave starts or you will die. Is it supposed to be that hard? Even if i missed one enemy this strategy won't work anymore. Others complained about having too much money at the start - stop playing the tutorial guys!!! I would suggest you: double the money to start with at the first level. By this, especially for the first level, mistakes or missing knowledge about the ranges and damage of the turrets can be corrected. Naming these, you should add an info terminal showing the fire speed and the damage as well as the cost for the upgrade (it's too small when next to the turret) and the increase of the stats after upgrading (like damage: 10 (+2) ). Also, display one if the enemies above the cube they start from so the player can see what's coming next.

EDIT:
Wait, all turrets share the same number of upgrades? After upgrading one turret to max i can't upgrade the others anymore? Really? And, after winning the second level (skipped the first) the "replay" and "quit" buttons didn't work.

AppelFlap64 responds:

In the next update I will make it so you can see what the stats are of the turrets. That update is released. Follow me if you want to see when I put it up. I will also make the levels a bit easier. The turrets that "share" the upgrades is a bug for know you can fix it by selling your turret and re-building it.

Got 32 seconds. It's really hard to rotate the blocks. The physics are really horrible. And the increase of the rate of the spikes falling down is way too much in my mind. 1, 2, 3, 4, 6, 30, 60.

All in all i would suggest to:
- add two buttons (like Q and E) to rotate the blocks
- slowly increase the number of spikes falling down. Don't fill the screen with them after 15 seconds.

idowtf responds:

At the moment I'm practicing simple game mechanics, hopefully to make a more complex game soon.
Thanks for the suggestions!

15 minutes later i was at least able to find 50% of the spots in the first image. With zooming in to 150% of coarse. It's not really fun, not at all. From the medals it looks like there are 16 images. With this difficulty this would result in a couple of hours of gameplay - eh, no, thanks.

Good choice to add a guest login. Else i wouldn't have tried your game at all. Really like this option. But the message with the, well i have to guess here, "OK" and "cancel" buttons are off screen.

I'm pretty glad that i don't live in this world. everyone there seems to scream when talking to each other. Otherwise i can't explain to myself how i can talk to people that are on the other side of the screen without walking next to them.

Took me a while to figure out that i can get out of the town. The end of the roads look like they are dead ends. Maybe make this clearer.

My first fight was against a bat and was pretty frustrating. It took for ever (like 10-15 rounds?) and on the end i lost. After that i got the hint from the loading screen, that i shouldn't fight enemies with a higher level than mine. But what level do i have?!?

Ok, found my level within the attribute tab (you also could write the number next to the EXP bar). There i was also able to increase my stats. But how much? Later i realized that you call it "distribute". Maybe the classical name "skill points" is more intuitive and you should also thing about placing this text box a bit more separate so the player finds it right away as something other than the normal stats.

With the now increased strength the next bat was way more easy. But i also realized, that your path planner is really bad. Did you programmed it your self or is it precoded? Which ever, i ended up walking against a fence way to often to be acceptable.

Last point is, that the way you switch between the maps feels wrong. Within one map the window should be sliding with the player in the middle. You have already separated the world in small peaces, so don't separate this peaces in even smaller peaces with just the size of the window.

All in all everything works somehow. But there is potential for improvements. Also the game play seems to be a bit boring for the moment.

winterjeferson responds:

Hi! I wrote everything down. For the next patch, I'm going to try to improve these things. About the pathfinding, I made it by myself, and I know it was a bad idea. hahaha. Well, thanks for playing and for the feedback, it helps me a lot! :-)

Really fun little game. To be honest, i'm impressed that so many pixels can be simulated at the same time. Even if you create a volcano explosion with lava and gunpowder or doing the same with water. There is a lot of dynamics in this situations. Only improvements: an infobox that tells the player that material the pointer is currently at. Also, gunpowder seems to be pretty stable. It doesn't ignite even at a 1700°C (1cm gunpowder, 5mm salt, 5cm thermite). Same with direct contact of molten metal. Just direct fire lite it up.

HThomson responds:

Thanks! Glad you liked it, it took a lot of optimising to get all the particles to run simultaneously. I decided not to have the gunpowder ignite with heat because when I was testing it got quite annoying if it suddenly exploded, might change back if people think it makes more sense though.

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