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199 Game Reviews w/ Response

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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

Broom, Tape, Cable, Smoke detector, card reader .... but no interactions.
I can take the chair and place it on the right and switch on the light to create some sparks.

That am I supposed to do ?!?!?
And the AI isn't really intelligent. Ask google, search on the net, do it by your own. Nothing of help.

Try again from the beginning.

GgabFGDI responds:

I've recently browsed youtube and was surprised to find a walkthrough for my game. If you are really confused with the gameplay or stuck, it might be useful. Search on youtube with the game title.
Happy gaming:)

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.

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

Ok, where should I start.
Very well made Game, nice controls, good graphics and enemies/skills are balanced.

BUT: The game seems to be pretty CPU intense. I've got a full bunch of lags (sometimes about 2 sec). Would be nice if you could try to reduce the CPU-load somehow.
BUG1/2: The first bug. The hero rose his hand to get a new arrow, but then stuck on the highest point. His arm was just shaking. After reloading game, everything was OK.
BUG2/2: I couldn't continue the game on a certain point, reload doesn't changed it. Game got stuck on "creating word"-screen. I was trying to pass from "dead forest" to what ever comes after.

ThunderFoxGames responds:

Thank you for the compliments and for notifying me about the bugs.

CPU-Intensive: Unfortunately this is as far as I could push flash while using CPU only, from my experience it played fast and without lag everywhere I tested it in. Could you tell me your PC specs?

Bug 1: I'll try to fix it, but it sounds like it'll be almost impossible to reproduce as we finished countless playthroughs with the Archer and never encountered it. Maybe more details about how and when it happened could help.

Bug 2: Did you by any chance use an online save when encountering that bug? If so, what's your username and what save number did you use? It could help me reproduce the problem.

The controls are a bit laggy, and the double-jump doesn't work for me. I can jump 4.5 squares high, but just one time. If you add music and sounds, please don't forget to add a mute-button too.

Graphic seems solid and the physics, well, lets say they work in there basic functions.
Keep going.

sparkboy responds:

Thank you for the review! I managed to make an upgrade today. Next days I will put music too and also some new options. If you like the upgrade, I am waiting your feedback. Again, thank you for the review.

the game seems to be cut-off at the right hand. i could simply walk off screen and the camera doesn't focus the player on the middle of the screen.

never the less: game looks good, controls are ok.

armed10 responds:

Please try again in a while, the upload had the wrong embedded size. I re-upped it immediately but you must have gotten the old version for some reason.

you shouldn't start flying (my first 3 tries ended in crashing down straightly) . would be nicer if the drone would be on some kind of ground. and than the player can start the run by pressing space the first time.

In addition, that about an increasing difficulty ? Starting with lvl1: flying, lvl2: destroy targets, lvl3: protect your self ... something like this.

thebrobotic responds:

You make a good point - as I've experienced dying right off the bat myself quite a bit. I was going for that "difficult but fun" feel, but ended up not having an acceptable balance of both. Thanks for chiming in, I appreciate it.

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