Dragon_77's Comments



Play SRL

Sep. 21, 2014

Rating: 2

Has fantastic potential, but unfortunately it's not there yet. Above all, the lack of a map is killing the game. By level 6 I'm already having a really hard time keeping track of where I have been and where I have yet to explore. Second, there should be some way of upgrading the back-up generator. Duration, charge time, etc. And last but not least... either ammo needs to become significantly cheaper, or credit drops need to become much higher, because I'm already down to ~60 remaining rounds, and as many credits. Not sustainable.

Quantum Of Light

Play Quantum Of Light

Aug. 17, 2014

Rating: 0

Great concept. Would love to see some larger, more challenging levels in some level packs.

Princess Rush

Play Princess Rush

May. 26, 2014

Rating: 6

It's a great framework, but it's horribly imbalanced. Max upgrade either ghosts or wizards, and just spam them in all the spaces will carry you through everything. Which, of course, means you use wizards, because they're cheaper, have higher DPS, and all the same defensive perks, with a longer range. There is also nowhere we can go to determine what any of the unit stats actually mean. HP is obvious, but what is DPS? Damage per strike, or is it actually damage per second? We can assume that DEF is for physical damage, and that RES is for magic damage, but what do the numbers actually mean? And is Luck supposed to be crit chance? It's incredibly unclear. The relationships are also very unclear between physical and magical damage. The game tip popups clearly explain that there is a difference, but not what the difference is. And, going back to game balance, it proves to be utterly irrelevant. Again, it's a great framework, but it needs some pretty extensive tweaking.

Time Swap

Play Time Swap

Jan. 26, 2014

Rating: 11

Couple things: The goal of the game is extremely unclear. We can gather that the hat is somehow linking the father and the son through time, and that the father was an inventor while the son is a scientist. The company that stole... whatever it is they stole, later hired the son. But we don't know what the point of the father's daring raid of "The Organization" is for, or doing. The ending is... rather abrupt and non-descript. You just all of a sudden appear on the title screen again, with no indication that you've accomplished anything. It doesn't need to be anything extravagant like a "you win!" or anything, but just something that shows you've finished the game when you return to the title screen.

Developer response from ZeroCreativity1

sorry, kind of ran out of time. Adding a better ending is certainly our list to fix. Thanks for playing though.

Painters Guild (Alpha)

Play Painters Guild (Alpha)

Jan. 08, 2014

Rating: 2

Bug: If you finish the game, go back to the menu, and start a new game, you can't move painters or furniture.

Kingdom Rush Frontiers

Play Kingdom Rush Frontiers

Dec. 24, 2013

Rating: 2

@TXH1386 you probably need to refine your strategy then.

Purpose of Power

Play Purpose of Power

Sep. 15, 2013

Rating: 5

It is a Defense game, and it takes place in/around a Tower, but that DOES NOT make it a Tower Defense game. Additionally, mechanics are weakly represented -- meteors fly off in unexpected directions when hit by fireballs, you have to stack like 4 wind spells to blow clouds away in anything resembling a timely fashion. I genuinely have no desire to continue.

Monster Bastion

Play Monster Bastion

Jun. 12, 2013

Rating: -3

Just another Kingdom Rush clone. With slow performance to boot.


Play Antichromatic

Jun. 03, 2013

Rating: 1

I don't understand why almost every game with wall jumping in it makes wall jumping so difficult..... Ruins the enjoyment.

Fiqa Defender

Play Fiqa Defender

May. 31, 2013

Rating: -2

Obvious Kingdom Rush rip off. And an unsuccessful one at that -- how do people even make TDs anymore and not have a Sell function?

Zumbi Defence Beta

Play Zumbi Defence Beta

May. 02, 2013

Rating: 27

No tooltips or health bars. -1 No start button. -1 No stats for towers or monsters. -1 No indication of what's buildable, and what's not. -1 No indication of where the end point is. -1 No sound of any kind. -1 No variety in monster types. -1 No information regarding tower costs or capabilities. -1 No indication of additional maps beyond the first, let alone the end of the first one. -1 No innovation on the basic structure of a TD, let alone unique or intriguing mechanics. -1 Overall, -10/5

Elementalist Master [Beta]

Play Elementalist Master [Beta]

Dec. 29, 2012

Rating: 2

Feels like more of a test of the basic mechanics of a match 3 game than an actual match 3 game. Essentially, it's the skeleton of a game with nothing else on it. Not really sure why this has been put out there on a site honestly. Needs to actually be explored as a concept before it's finished, let alone rated.

Developer response from Kage_Ryu

Essentially, that's exactly what it is. It isn't meant to be a top-rated game. The purpose of the upload was for feedback, critique, and suggestions while I develop it further and add features. Anywho, thank you for the feedback!


Play OverLight

Dec. 16, 2012

Rating: 0

Thought of something else. During the "is this a connection" check time, if either laser is still finding an "end point", the connection check time keeps getting reset every time it enters a new block. This in and of itself isn't a problem, however, the combo timer seems to continue ticking down during the connection check timer. This can cause you to lose out on your combos because one or both of the lasers is finding new blocks way far off along their path well past the block(s) where the intersection is.

Developer response from Frooxius

Thanks, I'll adjust it. I also have to keep it balanced though, so it can't be exploited to stop the timer indefinitely.


Play OverLight

Dec. 16, 2012

Rating: 0

Fun brain teaser kind of game. A couple suggestions though. Having the lasers be red and orange kind of makes it difficult to see which one is going where when you have a lot of divisions of the beams cris-crossing over the field. This, combined with the flashy background and it's own bright colors can make it very difficult to see what's going on. Maybe switch the red laser to a blue one, and perhaps set limits on what colors the background can take on for it's light show.

Developer response from Frooxius

Thanks for suggestion. I can't change the color entirely (that will serve a special function later in the gameplay), but I can make the orange one look more distinct, so hopefully it will help.

Maze of Shadow

Play Maze of Shadow

Dec. 13, 2012

Rating: 0

All paths lead to the exit, and the screamer attached. Not even a game, just a cheap laugh from the "creator". Very poor taste and shows that you don't actually care about people playing your game.


Play Solaris

Nov. 26, 2012

Rating: -1

Has a lot of potential, but it runs soooooooooooooooooooooooo slooooooooooooooooooooooooooow.

Trojan War

Play Trojan War

Nov. 10, 2012

Rating: 1

Not a bad foundation, but needs heavy work to actually be fun. And, you know.... balanced. Stack Lightning towers and you win basically.

Little Witch's Mess

Play Little Witch's Mess

Oct. 25, 2012

Rating: 4

You've labeled cupcakes as "cookies". Also, it's called a Weather Vane, not just a Vane. My guess would be that English isn't a first language -- which is fine -- but knowing that, it might be wise to consult with a friend who knows the language well, as translation sights and dictionaries can only get you so far. Also... mute button please.

Autumn Village

Play Autumn Village

Oct. 13, 2012

Rating: 1

This is not a game........

Chain Master

Play Chain Master

Jul. 16, 2012

Rating: -1

Level difficulty is not scaled properly -- levels 20 though 24 were easier for me than levels 10 to 13