Endovior's Comments

Game Comments
Play ControlCraft 3 ControlCraft 3 May. 21, 2014
...so, extra skillpoints are FREE in the shop? Really? That's... kinda silly. Not that I don't appreciate the free gift, and I suppose there's a cap of 20 on them, but still...
Developer response from luizeba

In fact, that's a god damn bug. We'll be fixing it asap, thanks for warning us!

Play Bowmaster Winter Storm Bowmaster Winter Storm Apr. 20, 2014
@ PlayerPimp: Use Cinematic Mode (in the top left-hand corner). That puts the game into a frame on your screen, which will stay put when you scroll.
Play How Dare You How Dare You Apr. 02, 2014
"You shall not pass" - you can't even enter this area, and need to buy the upgrade. That's unfun. At least you could've let us start the area with very weak flying, so we know why it is we want to upgrade...
Play Treasure Fusion Treasure Fusion Mar. 26, 2014
...nevermind; a version with muting seems to have been uploaded literally the moment after I posted that. Would still help to have the mute available from the game screen, though.
Developer response from Ag43t47

Mute has always been available, and is on the main menu to my knowledge :? EDIT: It's also on the pause menu (press space in game)

Play Treasure Fusion Treasure Fusion Mar. 26, 2014
Pretty basic clone. Would be okay in that sense... but horrific unmutable screeching sound effects bring the score down a lot. 2/5
Play Hungry Hedg Hungry Hedg Feb. 10, 2014
Controls are fairly weak, with an annoyingly limited movement space... not that it matters much, since there's not really all that much to do. There's just really not all that much to this game, rather like someone started to make a game, got a few basic mechanics laid out, and then didn't bother either polishing the mechanics further (hitboxes, control responsiveness, etc...), nor adding any actual gameplay features (upgrades, powerups, etc...) Very poor attempt, needs more work to actually be a game. 1/5
Play Dungeons of Kong Dungeons of Kong Nov. 09, 2013
I liked this... but it just wasn't up to your usual standards (of course, that's a pretty high bar). Most of my real options were chosen at game start, and there's not really a whole lot of progression to cover for it, which makes the combat stale pretty quickly (I can move and attack, and use my one ability once, and that's basically it). Furthermore, much of that limited progression is locked behind 'ignoring enemies in combat while you open chests', which feels really clumsy, and isn't a good substitute for the lack of tactical depth. It wasn't a bad game, by any means... but it wasn't nearly as impressive as Deadly Neighbors 2. If levelups were DN2-type unlocks that could actually grant new abilities and perks, leveling was based on killing monsters instead of opening chests, and looting was an after-combat affair (possibly with risk/reward/unlock options, like some of the rooms currently have), this'd be a pretty awesome game. As is, it's merely okay. You can do better.
Play Bit Battles Bit Battles Oct. 21, 2013
Disregard previous comment. I actually tried rushing the gates as mentioned; it's entirely possible to defeat all the armies this way, but if you do so, your guys won't be strong enough, and you won't have enough items, to win the final battle... resulting in an immediate game over, since losing the final battle ends the game.
Play Bit Battles Bit Battles Oct. 21, 2013
Pretty fun, though I won without too much trouble. I spread my guys out evenly each round until almost the end... which was sort of a mistake, since if you take out all the enemy armies on a row and seal the gate, that immediately ends the round. I probably could've won earlier by rushing gates.
Play Sheep Happens Sheep Happens Oct. 03, 2013
If I were to make a recommendation, it'd definitely be more consistency as regards invincibility. Currently, you get a brief period of invincibility when getting onto or off of a sheep, off of a bull, or losing a shield... but none at all from losing your cape or hearts, which makes it possible to burn through the latter very quickly, and decreases the value of buying life... and can be really frustrating in situations where it's unavoidable (eg: falling at a bad angle, you clip the top of a high barricade and lose your cape, then continue on to hit a low barricade right in front of it and die, without having had any chance to correct the situation).
Developer response from LingPlay

Thanks for the answer and for your suggestions!

Play Cyber Chaser Cyber Chaser Sep. 26, 2013
There's definitely too many loot items in the later stages... especially if you're using bonuses like 'double coins', the screen basically fills with bouncing coins, and the game lags a lot as a result. I'd suggest having more compact loot items... like, a golden bar that's the same as several coins, or larger fuel tanks which are worth as much as several basic ones, and such; not only does that make the looting process more interesting, but it also helps performance.
Play Notebook Space Wars Notebook Space Wars Aug. 29, 2013
One thing that's kind of annoying; survival mode XP is broken. No matter what you do, you are recorded as earning 99999 XP, but that doesn't actually get applied to your ship. Since it actually should be possible to max out your ship in a single survival session (say, if you're using homing missiles), it's disappointing that you can't fully benefit from survival mode in that sense.
Play Endless Evil Endless Evil Aug. 17, 2013
classes feel imbalanced; rogues of all sorts crowd out my high score list, since shooting enemies makes you WAY more points than slicing them. (a few lucky scouts squeeze in, but only the ones using rogue souls to shoot the enemies they find) sure, I get that there's less risk when slicing in general, since the enemy doesn't catch fire and become a hazard... but since there's a specific slicing risk on clouds and fuzzballs, the risk/reward doesn't nearly even out. the extra money you accumulate from slice-dashing your way forward doesn't nearly even things out. since a really awful run with a rogue tends to outscore a really awesome run with a warrior, by wide margins, something needs tweaking.
Play Galaxy Siege Galaxy Siege Apr. 16, 2013
Not bad, but felt too passive. Once your ship gets beyond a certain size, you don't have anything to do in-game but watch; maneuvering is pointless when your drones cover the whole screen, and there's nothing else you can do. It'd be nice to have a player-controlled gun, or manually-activated powerups, or something. Just so long as it's not 'you get to gather all the resources'; good job avoiding that awful mechanic. The last level felt appropriately difficult; needed to think and tweak my build a bit to win.
Play Battle without End Battle without End Feb. 26, 2013
Any chance for a pet-related title?
Play Battle without End Battle without End Feb. 24, 2013
Counterattack is so good, that ranged isn't really viable, since you lose that perfect ability to not only negate incoming damage, but reflect it. Ranged should get another defensive option for parity; call it 'evade' or something... to be able to at least negate incoming attacks.
Play Battle without End Battle without End Feb. 23, 2013
Solid game, but the lack of mute is... problematic. There's only a few sound effects in the game, but they're really quite jarring (especially the 'upgrade fail' scream), so I'd like to be able to turn them off.
Play Bubble Tanks Tower Defense 2 Bubble Tanks Tower Defense 2 Dec. 16, 2012
Dodge creeps counter non-AOE towers... but the Area Burst towers themselves have no counter, and will happily kill all the waves at once, if you upgrade them appropriately. This makes the game fairly shallow, sadly. To fix this, I'd recommend a 'Heavy EMP'; on death, they disable whichever tower killed them, instead of just the nearby towers. That'd be enough to stop you from beating all the waves with one tower, at any rate, and allow for more diverse strategies.
Play Rocket Santa 2 Rocket Santa 2 Dec. 15, 2012
Mute doesn't actually work. This is a big deal, and implies a lack of testing... which about matches my overall impression, for the time I played before getting bored. 2/5
Play Dungelot Dungelot Dec. 12, 2012
Greedy doors always contain spells... which makes it really quite easy to tell whether or not they're worth the price of admission. Remember also how much health you gain from burning a spell; that's the value of the door. If the door costs health, then, it's usually worth it, since you probably gain health by burning the spell outright. If it costs gold, it's frequently a better deal than the shop... which does not necessarily say that it's a GOOD deal. If it costs attack, it's usually a bad deal, since attack points are expensive (multiple attack points, ruinously so). If it costs life crystals, it's invariably a bad deal; that's a permanent advantage you're sacrificing for a temporary one. If Greedy Doors occasionally had something better... like Life Crystals or big heaps of gold or something similarly enduring, that'd make it more interesting; you might consider sacrificing attack late in the game when you're likely to die before long.