Demaldon's Comments

Game Comments
Play SpaceBlast Beta SpaceBlast Beta Feb. 28, 2011
(Continued) Sorry for spamming your comments, but I forgot to add that you should probably make it so the weapons fire at a set speed. As it is you can mash the spacebar and fire as fast as you'd like.
Play SpaceBlast Beta SpaceBlast Beta Feb. 28, 2011
(Continued) Lastly (and probably most importantly) give us some music to listen to, find a track that suits the game you're trying to make. Just don't forget to add in a mute button or you'll never see an end to the whining. Great job on your first game, good luck trying to finish it!
Play SpaceBlast Beta SpaceBlast Beta Feb. 28, 2011
(Continued) Something akin to what Notebook Wars had would be a good place to start, try to put a few basic weapons in there (splash, spread, sniper) and expand on that. Make the game more interactive, rather than just a shooter where you're using WASD to dodge bullets and mashing the space bar to shoot. IMO, having more things to do helps to keep people interested in the game (an example would be those launch games, if it's just a game where I shoot something out of a cannon and watch whatever I launched fly for 5 minutes, I'd get bored; add in mid-air moves and guns like Shopping Cart Hero and Toss the Turtle, and things become more fun). Also, please, please, PLEASE, enemy variety. The only shooter that comes to mind that has this is Frantic. I can't stress how damned boring it is destroying wave after wave of enemies that are essentially the same, with the only difference being their health.
Play SpaceBlast Beta SpaceBlast Beta Feb. 28, 2011
Mostly just suggestions here, you could go anywhere with this game. Include different types of ships (when I say different, I mean different in terms of size AND attributes i.e health, speed), similar to what Enigmata and Frantic did. This would allow players to choose a ship that fits their playstyle. Adding a shop would be nice, giving players multiple ways to buy stuff/level up would be even better (i.e you can buy an upgrade or weapon with points you gain from Achievements or $$ you gain from fighting enemies). Most games in the genre lack this, which results in a game where you're constantly going back and farming for better weapons and whatnot rather than experimenting with the cool new stuff you just unlocked. Be creative with the weapons!
Play Love Love Dec. 03, 2010
At its core, this seems like just another simplistic game with little actual gameplay, supplemented by 'deep' lines of text, and metaphors. There doesn't appear to be an objective besides increasing my score, which in my opinion, cannot be considered challenging in any sense of the word. The fact that nothing changes with each play-through also meant that there wasn't any reason for me to continue, beyond committing suicide within the first few seconds in order to see more of the tips. The only thing going for this game is that it has potential, but really, what game doesn't? I believe The Company of Myself demonstrated that it is perfectly possible for a game to move people AND entertain them, so please, try to put forth more of an effort next time - 1/5
Play Haunt the House Haunt the House Oct. 27, 2010
(Continued) The thing that bugged me the most though, was that it took ages to catch people's attention, even if I made loud sounds or crashed into them while possessing an object. I could drop a floating bathtub near them, and they would just walk away as if nothing strange had happened. Overall, excellent game with but a handful of problems - 4/5
Play Haunt the House Haunt the House Oct. 27, 2010
First off, I'd just like that to say thank you for taking the time to make a game that is both creative and fun, rather than uploading a carbon copy of another game in search of profit. Now, for the review: I liked the atmosphere system a lot, giving players unique abilities each time the atmosphere changed was an excellent idea. The only problem was that some objects were much less effective than others, rarely (if ever) getting a reaction from the people, even when I've unlocked all the abilities for them. Because of this, the game seemed to revolve around only handful of objects in different rooms, which was a bit disappointing. I also found it difficult to maneuver in places with many objects (especially the dining room), making it hard to chase survivors in the direction I want them to go.
Play Thomas was alone. Thomas was alone. Oct. 21, 2010
Having a meaning behind it doesn't save this game from being a generic, repetitive mess. With games such as Heir, Depict1, Don't Look Back, Loved, Time Kufc, Continuity, and Hello Worlds I've seen it done better, worse, and everything in between. This game is not new, being comprised of nothing more than simple shapes and 'puzzles' that require no more than a few seconds of thinking. Just another sub-par platformer attempting to make up for its simplicity and lack of creativity through a few lines of text and simple metaphors. This may sound harsh, but really, if you aren't going to make an effort to be creative and make something new, 1/5 is all you'll be receiving from me.
Play Mastermind: World Conquerer Mastermind: World Conquerer Oct. 20, 2010
(Continued) This leaves me unable to use my own methods for defence (e.g placing the majority of the turrets on one side of the base, so my minions only have to focus on the other 3 side, funneling units through a chokepoint, ectr). Minions - I saw Patsies as more of a passive skill booster, they didn't have much of a role beyond that. I liked the abilities that Henchmen brought to the table, but with enough minions, they were an unnecessary expense (the costs were rather high, IMO, especially when you consider the major bonuses buying weapons and bases gives your regular forces). Upgrades - again, I didn't feel any reason to purchase earlier upgrades (Combat Rifle, Coffee Shop). Not only are they expensive, but the bonuses they provide simply can't compare to the ones I would get after unlocking new upgrades 5-10 minutes later. I found myself saving up for the "best" upgrades instead of experimenting with different ones. Creative, but far from perfect - 3/5
Play Mastermind: World Conquerer Mastermind: World Conquerer Oct. 20, 2010
A unique game, could do with a few improvements though. Missions - the majority of them are incredibly easy assuming you alternate territories after each mission has been executed. I also felt like there was no reason to provoke a country, or deceive its populace, seeing as the only thing I "gained" was an increase in the difficulty in the region and a few thousand dollars. However, I did like the different bonuses each Science mission would give my forces, and the mission variety which allowed me to play the game as I wished. Defences - it would have been nice if I could have chosen where I wanted my turrets to be placed, rather than it being assigned to a position immediately after purchase. That being said, the whole defending the base part of the game felt automated. Minions would seek out and destroy targets by themselves, and the only control I have over them is to tell them whether or not to attack a target or retreat.
Play Reachin' Pichin Reachin' Pichin Oct. 17, 2010
(Continued) The negative - making it so buying the best upgrades required buying the perquisites as well took a lot from the game, especially since it was so short. It more or less forced players to choose between Item X or Item Y unless they were prepared to go through levels over and over (which again, really isn't necessary given that the game is quite easy/short), rather than being able to try out various items and the skills came with them. Achievements could have played a bigger role, granting GP, Gold, or Ores (would have helped with the Shop as well, more resources = more items). The biggest problem (IMO) was that there wasn't any difference between levels, except less cushions per 100 feet or so, and more obstacles. Nor did you introduce any new concepts to the genre (Skills were the same as items you could buy in the shop in other games, Shop items and Evolutions were the passive stat boosts gained from leveling, ectr). Decent game, but nothing I haven't seen before - 2/5
Play Reachin' Pichin Reachin' Pichin Oct. 17, 2010
Seeing as this is your first game, I'll make some allowances. I'll start off with the positives - having multiple ways to level up your Pichin made things go by much faster, and as a result, the game felt less repetitive. Having multiple talent-trees (skills) was great, though some more variety is needed (e.g Solar Power and Rocket Booster are essentially the same, as is Silver Shield and Camouflage, with the rest being passive stat boosters). Swapping between skills and activating them also gave me something to do while speeding through the levels, and finding the best time to use each skill kept me more focused than I would have been otherwise, something many other Launch games lack. Giving players the option to skip the "falling back down" bit was another thing that I liked.
Play Undead Highway Undead Highway Oct. 12, 2010
Generic shooter from start to finish. At no point in the game did I truly feel as though I was fighting for my life, probably because the only thing that made the levels more challenging was the tiny speed increase the zombies received. Guns were mostly the same, with a few exceptions (namely acid, and chainsaw launcher), and beyond their properties they weren't unique to this game. Limiting levels to a rectangle also made things rather dull, I would have preferred searching homes and whatnot as opposed to gathering supplies from boxes dropped by the zombies. Lastly, while the 3D graphics were certainly pleasing to look at, they didn't disguise the lack of creativity and repetitiveness of the game. Identical to every other - 1/5
Play Notebook Wars Notebook Wars Oct. 07, 2010
(Continued) Once they were destroyed, all that needed to be done was some dodging and waiting. Personally, I would have liked bosses with less health, victory is inevitable after clearing away the other ships, and as such there is no point in waiting an additional 4-5 minutes before finally winning. Overall, its just another stick in the mud. I'm not sure what the people praising this game for being "unique" and even "new" are on about - 1/5
Play Notebook Wars Notebook Wars Oct. 07, 2010
(Continued) The weapons themselves were nothing new, standard rapid-fire, splash, and sniper (high damage). Now, the game itself - levels were the same, more or less, with the only difference being the enemies (not that big of a difference really, they just had more health). The attack patterns they followed were nearly identical, with some flying in circles on the sides of the screen, or having a horizontal wave advance towards you while other fighters flew in from the sides (which was annoying, seeing as the lasers they shot had a tendency to box me in, leaving no room to maneuver). Bosses were essentially the same, and only difficult because there were trash mobs firing ridiculous amounts of lasers (lvl 15 in particular, was there really need for the ships to fire 5 bullets per second?) that take up 80% of the screen (same with ALL of the later levels, to be honest).
Play Notebook Wars Notebook Wars Oct. 07, 2010
A repetitive game that adds absolutely nothing to the genre. I'll start with the upgrades system - there was no difference between the ships beyond an increase in stats and size, leaving me unable to chose a ship that suits my playstyle. The only reason for upgrading the ship seems to be the boost to health (which is necessary only because of the ridiculous amount of bullets in the later levels). It is also the first time I've played a shooter where it is actually easier to crash into enemies than to kill them with actual weapons, especially when there are ways to recover health. Weapons weren't much better variety-wise, having additional effects when combining weapons would have added a lot to the game (e.g Rocket + Frag makes it so Frag Grenades shoot rockets rather than bullets).
Play Pixel Purge Pixel Purge Sep. 20, 2010
(Continued) I liked the upgrades due to the fact that they replaced weapon types and allowed for more flexibility (e.g it is possible to have maxed Pierce and Rate of Fire, whereas in other games Piercing weapons tend to have a longer reload time in comparison to other weapons). Giving players the ability to advance at their own pace via Pixel Gain was also nice. Now, Achievements - the only ones I found to be challenging were the ones that had to do with your score, the rest required nothing but replays or endurance (e.g Achievements that require players to max out certain Upgrades, reach levels without Upgrading, ectr). There wasn't much incentive to get them all beyond the point boosts at the start of the game. Lastly, it has been done before, and done better (Ether War, Heavy Weapons, Endless Zombie Rampage, Geometry Wars, Death vs Monstars), try to step up and make something unique - 2/5
Play Pixel Purge Pixel Purge Sep. 20, 2010
While this was a decent game, I felt that it was lacking in a few areas. I'll start with the story, what was the point of introducing one and not following through with it? There was not the slightest hint as to what happened to the Pixels, and as a result it all felt rather pointless. Enemies - there really wasn't much variety here, standard splitters, kamikaze, seekers and normal (Green and Yellow, in this case), the only ones that really stood out were the Shields and Mine Layers. I also found the Bosses disappointing - there wasn't anything to distinguish them from the other enemies beyond size and greater amounts of HP, and as such the only challenge they provided was for me to wait a while longer before they died, while in other games the Bosses were not only unique, but tough at times to kill (Heavy Weapons, for example).
Play GunBot GunBot Sep. 03, 2010
I'm not sure if it's a glitch, or if Double Jump has a cooldown, but falling into a group of enemies you thought you were going to leap over isn't fun. IMO, the only positive thing about the game would have to be that there's no gun that's "the best" with maxed stats, forcing players to experiment and buy different weapons instead of saving up for the 1337 gun. That, and it's much faster-paced than The Breach (which I found to be agonizingly slow until I got the speed suit). Disappointing, but worth a playthrough - 2/5
Play GunBot GunBot Sep. 03, 2010
Hmm, where to begin? There were no noticeable differences between each level set (or level, for that matter) beyond appearance and two new types of enemies. The enemies were still the same, they just had higher HP and were more numerous in the later levels. Bosses were almost identical, with the same attacks and abilities (whatever happened to the variety we saw in The Breach?). Easy to kill as well, assuming the player bought a few Shield upgrades. How the shop worked was also rather confusing, after buying the second gun the ones under the first and the second unlocked. After acquiring the Tomahawk, the third row didn't unlock. Instead, 3/4 of the second row was now available? Now, the skills...its annoying to have GunBot not grab the edge after multiple attempts, just as its annoying to have Double Jump fail at what seems to be the worst time possible.