Duungraf's Comments

Game Comments
Play The Great Bazooki The Great Bazooki Jan. 13, 2014
"R" for restart and levels automatically restarting when you're out of cards would be nice.
Play Parallel levels Parallel levels Jan. 08, 2014
The one time I decide not to read comments before playing a game... Really was not expecting to lose my progress just for exiting to the menu. I don't see how level select "ruins the concept" as the dev says, either. Isn't the concept just controlling multiple characters at once? What does a basic level selection feature have to do with that? Anyway, the game itself is decent enough, though the controls can feel a little weird. It's almost like I'm magnetized to a slippery floor and when I jump, I end up going farther than I intend once I'm no longer "weighted" to the ground.
Play The Choice The Choice Dec. 30, 2013
Decent little game, though the premise is a bit familiar at this point. I could do without the six second long hint between levels. I finish some levels faster than that. Could just put a hint button in the level itself, no?
Play Crystal Story II Crystal Story II Dec. 29, 2013
A significant improvement over the first game, I enjoyed it quite a bit. Probably the biggest issue for me is the partial and inconsistent keyboard controls. Why doesn't Esc function as cancel everywhere? We should be able to go through spell tabs and pages with the arrow keys and entering areas with Enter (it's the same word, even!). I would love to be able to solely use the keys and never touch the mouse. Also, I hope future games have more interesting maps. Having everything just be the same old non-interactive square on a grid gets tiring pretty quick. Good job, all in all.
Play Papa Louie 2: When Burgers Attack! Papa Louie 2: When Burgers Attack! Jun. 08, 2013
I liked that we're told which abilities we'll need for objectives. Spares me the tedium of trying to keep track and trial & error. Speaking of tedium, however, I do have relatively minor criticisms: 1) when I die, why send me back to the level select? Obviously I'm not going to give up and leave a level half done, so of course I'm going to go right back. Ought to just relocate me to the check point and save me some time sitting at loading screens. 2) Bacon enemies in narrow corridors. Why do this? There's no difficulty involved in getting past them, it's just annoying waiting for them to waddle out of the way.
Play N (Official Web Version) N (Official Web Version) May. 17, 2013
I fondly remember this game and how obsessed I got with it, but I don't recall the controls being so incredibly sluggish. It's like I'm wading through a sea of molasses. Uphill. I'll hold off on playing this and just hope for an update that fixes this.
Play Push Me Push Me Apr. 18, 2013
You can find the Restart button when you hit Pause. But yeah, that really should be next to Undo right on the play screen.
Play Super Duck Punch! Super Duck Punch! Apr. 03, 2013
Decent little game. Though aside from the crippling memory leak, I had two issues. First, the hitbox for the kick attack seems microscopic and hardly ever connects, making it pretty much a waste of a move. Second, you shouldn't be able to get knocked down when you have your guard up. Just seems silly. It's really annoying how easily the enemies can swat you to the ground. Even a single enemy can keep you more or less pinned to floor and you can hardly do anything about it.
Play Portal Defenders Portal Defenders Feb. 27, 2013
I was kind of surprised that when I died... that was it. I just return to the title screen. No level ups, upgrades, extra lives, or anything at all? The game just seems made for it. Otherwise it's just a very straightforward button masher where it's really easy to die. Enemy melee attacks being able to hit me from a mile away is also pretty annoying. I enjoy a good dose of difficulty like many, but it's not very engaging.
Play StarShine StarShine Feb. 24, 2013
Decent game, but there's an awful lot of pixel-sniping involved. This is made worse by the fact that we have to mouse over to the restart button rather than simply hitting R. If we were like a nanometer off and miss, then we have to hit restart and then try to find that tiny little exact spot again. Kind of annoying.
Play Dillo Hills Dillo Hills Jan. 01, 2013
P and R aren't pause and restart? Kind of annoying to have to grab the mouse and navigate to the pause icon while I'm playing, especially since a moment of inattention can cause me to smack right into a hillside.
Developer response from fexLabs

Yeah, I'm not sure why I didn't add those hotkeys. I've just updated the game and added in P-Pause and R-Restart hotkeys, it's uploading now. Thanks!

Play Innkeeper Innkeeper Dec. 22, 2012
When hovering over the furnishing icons in the room menus, it would be nice to see which customers prefer each item without having to go back and forth from the information tab trying to memorize all the various preferences of all these people.
Play Innkeeper Innkeeper Dec. 21, 2012
It costs $20 to change a TV channel?
Play Notebook Wars 3: Unleashed Notebook Wars 3: Unleashed Dec. 02, 2012
I wish the interface for plane buying was a separate menu where we could just mouse over each plane rather than having to click linearly back and forth through 45 planes. I only ended up buying like four planes out of those, too.
Play Earn to Die 2012 Earn to Die 2012 Nov. 30, 2012
Do those slow-motion segments give any sort of bonus? They seem to happen randomly and often enough to be annoying. I'm blazing along and it suddenly forces me to sit through this flow-breaking scene of regularly running over a miscellaneous zombie. I just ran over 20 others the exact same way.
Play Arkandian Explorer Arkandian Explorer Nov. 27, 2012
This entire series needs a drastic overhaul. We're how many games into this Arkandian stuff and it's almost completely unchanged? From the graphics, animations and audio all the way to the core programming design. Starting to feel very churned out. Everything seems based around the question, "How can I make this take more clicks than necessary?" Clunky UI, fiendish lag, and ultra-tedious grinding are the biggest issues. Grind is okay to a point (being a D&D-inspired game), but it's just taken to an insane, joyless degree. Streamlining those things (as well as battle, looting, and crafting) would be an enormous step forward.
Play They Took Our Candy They Took Our Candy Oct. 25, 2012
Ugh, starting over is so tedious... Normally I wouldn't mind, but it's not like I'm doing a whole lot during these levels. Also, no game should have an onscreen pause button, especially not a shooter that requires constant attention like this one. I shouldn't have to navigate the cursor over to some microscopic pause button while dodging enemies and bullets. Pause key only.
Play Legend of Pandora Legend of Pandora Oct. 18, 2012
What's going to die first: the enemy or my J key? Some enemies just have way too much HP. Even with a stronger weapon, it takes like ten hits at least sometimes, and all they do is slowly shamble towards you, get swatted back, and repeat. Gets a little tedious. Overall, it feels more like a foundation or a prototype of an RPG; just testing monsters and NPC/quests to make sure it all works before putting the real content in. It just lacks personality at the moment. The maps themselves are decent, though. Some more puzzles, treasures, and other stuff out in the field would be a huge improvement.
Play Into Space 2 Into Space 2 Oct. 17, 2012
The second objective for the Hard Badge should say LAND on Mars, not reach. I felt a little foolish, since I got to (aka "reached") Mars twice before I realized I'm supposed to actually land on the surface, not simply get to its screen/atmosphere. Part of what threw me off is that in the cutscene, it shows me headings towards the planet, but when play resumes, I'm moving in the opposite direction, away from Mars and towards space.
Play bit Dungeon bit Dungeon Oct. 12, 2012
I feel I would enjoy this game vastly more with an option for keyboard control. Why in the world would you have moving, blocking, and special attacks all on a single button? It just feels awkward to me. Also, giving us Continues but putting us at a sliver of health so we die almost immediately again... really? Finally, I fully support the idea of having something (like a piece of armor or stat) carry over from the last playthrough. I just died at Lv. 8 and have no desire to go through all that tedium again right now, so that feature might help some.