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Ehm, yea, it's beatable by using a auto clicker. It still took for ever - i really don't want to imagine how my fingers would hurt if i clicked by myself. A few suggestions when the game should become playable without an auto clicker:
- one raider takes it all? really? maybe take of 10*wave^2 (at the beginning = 10*1*1 = 10, before the final boss = 10*5*5 = 250)
- don't double the cost for the next level each time. I ended up with costs of 5.000 metal or 10.000 wood. Even with the auto clicker and an almost perfect game i couldn't afford the 8th damage and 9th ward upgrade (not sure about the number of level though)

second level too hard. couldn't make it to the second battery.

That's an easy one to rate. You get as many stars as you have contend in your game, so lets see ... yea, right. It's like one of these kickstarter campaigns: maybe some day i want to learn how to cook, please give me your money. How about first make a game, maybe even just one level where the mechanisms can be seen, and upload it than? Than we actually have something to play and therefore rate.

needs way more ingame explanations. Like at the first level, which is already supposed to be a tutorial? Cover the final cube, but add a text that this is the goal. Reach the first switch and tell the player, that these will toggle walls. Trap the player and force him to move farther to the right. Tell him there, that after dying the world will stay as it is and not being reset. By this it will be way more clearer that the game is actually playable.

How on earth could this pass the judgment ?!?!

Rutsoms responds:


the game is being built, please be patient

Absolutely nice and educating game. Ok, i had the advantage that i already knew all the gates and there functionality, but for everybody new to this you have the explanations at the bottom. Everything works fine, no bugs found, all levels beaten.

Pretty nice. I'm reading english texts quiet often ad sometimes even watch an english clip on Youtube. But well, after this test i'm pretty sure there are many mistakes when i try to write or speak in english. So yea, enjoyed playing this. Only annoying thing: why do you make the question disappear? From the harder questions i had to make screenshots in order to be able to read them again. If it seems to easy for you if the player has both, the question and the answers together, why don't you add a "i don't know" button when you have an explanation (on some questions you've had explanations or compared two questions to each other) or a button with "what was the question".

waterrune responds:

Thanks for the feedback.
Sorry that you had to make screenshots for the harder questions.
The aim for the questions to disappear was to increase memorising rates. If you read the questions carefully and look at the choice of answers, it will get you thinking in your mind.
It is to simulate thinking and not only to look at the text. But thanks for the suggestion on the button 'what was the question'. I will add that in for the next game. Thanks!

Ok, you have a lot of space left in your game. You should add a HUD. Display the stats: Firespeed, firepower, ...

Also, you could display some messages. Like:
- earthquake, your tunnel is blocked now.
- it's getting dark around you, ... (it's up to you to say why or what it means, i don't know :P )

The bugs also seem to be way to strong. I wasn't able to kill even one of them. How much firepower i had? Can't tell you (see point above :D)

Last thing: the jetpack doesn't work in FF. Space just scrolls down. Most simple fix would be to add another key. like "E".

rogerty responds:

Thanks for your input and ideas.

First 3 tries were a fail, the 4th run i finally understood the way it works, managed to cross 6 gaps and than lost interest. Is this really addictive to some people?

Well, i guess that's a prototype for the hero level on your other game. That would explain why you don't have any explanations. But hell, this one is hard. First, i just found out that i can scroll the screen by playing the cursor on the edges. Suddenly it made sense that you write down "you died" after the hero walks out of the screen. Maybe add an arrow with the symbol of the hero to the side where it is if outside of the screen.Then, each run depends on a lot of luck. The result is highly unpredictable and one and the same strategy can result in very different results because of minor differences (like placing the bad guys just little bit earlier or later). This made me cratch my head couple of times. I get the feeling that this is so because the hero attacks too fast. Like this it happens from time to time that 3 bad guys placed on the same spot can't attack even once before all dying at the same time. How can this be right?

karpopper responds:

The hero level was even worse about unpredictability since the enemys wandered a lot, I want the hero to be much stronger than the enemys to make you have to place them right, but I also need it to be consistent, im going to try to fine tune it so that eventually I can use this to improve the hero level.

edit: I think stopping the hero from attacking mid air may get the result I want.

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