Kenaron's Comments

Game Comments
Play Creeper World: Evermore Creeper World: Evermore Jul. 30, 2014
7/30 - I'm pretty proud of my 1:18. Not sure how Hawk45 shaved a second off what I did, but congrats man.
Play Escape to Hell Escape to Hell Jul. 29, 2014
I'm in the starter mission area, with no end in sight on how many missions it is. I've set some sort of record apparantly, is it endless? And I've got every upgrade maxed without ever once having felt any of them were necessary or useful. WAY too easy.
Play Droid Team 1 Droid Team 1 Jul. 09, 2014
I liked this game up to the point where they kept saying "LOOK AT A VIDEO OF SOLUTIONS RIGHT HERE, NO REALLY DO IT NOW." not caring if I wanted to or not, and I accidentally brought the thing up three times on one stage that I had in fact figured out. They just want web-traffic, so to flash-game hell with you.
Play Glitch Lab Glitch Lab Jul. 09, 2014
I can't 5/5 a game this short, but well done anyway. Take 4/5, you earned it.
Play Project Alnilam Project Alnilam Jun. 29, 2014
Liked the concept, but levels quickly degenerate into only brute force solutions viable.
Play StrikeForce Kitty StrikeForce Kitty Jun. 25, 2014
Some fun ideas on the table, but this grind-tastic. I'm also not a fan of the Kyle (south park) costume giving the power "Jew" which is a money magnet. Cartman is the greedy one of the four there, Kyle being more likely to have Cartman's team healing effect. *Nerd rage*
Play CP6 CP6 Jun. 21, 2014
Would have been nice to have an ending of some sort. If I'm going to complain about a stage it'd be 5-8, but that's 2 from the end so that's where you're supposed to put stages like that.
Developer response from gametronstudios

The ending is played when you complete the last level of Sector 4. Sector 5 (The Lost Levels) are bonus levels, and they're really hard.

Play Tiny Dangerous Dungeons Tiny Dangerous Dungeons Jun. 18, 2014
Pretty good. Very quickly got to a point with the last boss where I simply did not care to track through the entire distance from save point to fight it again. There really is no reason to not put a save point either at the final room, or at least a lot closer.
Play Dream Hopper Dream Hopper Jun. 18, 2014
So for a 5 day game, fantastic job. If this concept were to be developed longer, for one I'd say the controls for wall jumping are awful. Next I'd say the HP bar goes up way higher than is useful. Something larger with this concept, probably in a Metroidvania, could be really good though.
Play Kodachrome Kodachrome Jun. 13, 2014
A bit annoying gun upgrades don't show up on the map. I've got 4 of them and all gems, and can't move on to the end of the game.
Play A Kitty Dream A Kitty Dream Jun. 12, 2014
I was annoyed at this for a while, the white room specifically, as I had gotten the correct solution on the 3rd puzzle and didn't realize the door had opened. Then tried for some time to get the left-most block to stop exactly on its intended square, which is impossible while still getting the others in into position. So I raged, but it was more my fault than the game's. I'm adult enough to admit that.
Play Liquid Measure Crystal Water Pack Liquid Measure Crystal Water Pack Jun. 12, 2014
If they want to add a new set piece, a collector that requires infinite water could be good. Rather than punish infinite loops, you would have to fill all of the other containers exactly and make an infinite loop that flows into infinite void.
Play Swapster Swapster Jun. 05, 2014
I got to stage 14 and my reaction was "Oh, we're going to go that direction with this." *sigh*.
Play Sprout Sprout May. 31, 2014
In addition to a wind indicator, I would like to be able to queue transformations for the many times when I go the wrong way and have memorized what 4 steps bring me back to where I was. Being able to skip animations that you've seen before would also do well.
Play Sprout Sprout May. 31, 2014
What got irritating is having to continually re enter the same sequence to get back to where you left off over and over and over. Would it be too much to ask for a wind indicator before I have to back track every single time I use dandelion?
Play Disaster Will Strike 3 Disaster Will Strike 3 May. 26, 2014
A game like this is only as good as the level design, and the level design holds it back. Also I subtract 2 stars minimum from any game that puts the walk through button near buttons you have to frequently use, like the state restart button. This game seems to exist to generate hits for the walkthrough page more than anything else.
Play Creeper World 3: Abraxis Creeper World 3: Abraxis May. 25, 2014
This game entirely stopped being fun at the 9th stage. It was going strong for the first four stages, became hit/miss for the next 4, and stage 9 is simply uninteresting difficult. By that I mean it doesn't pose a question of how to be more effecient, it's simply a stage in which one has nearly no energy compared to the amount needed to make any progress.
Play Galactic Gems 2: New Frontiers Galactic Gems 2: New Frontiers May. 10, 2014
Stage 24 demonstrates that this game was designed by someone who doesn't enjoy puzzle games. And I certainly don't any more, after restarting several dozen times.
Play Creeper World: Evermore Creeper World: Evermore Mar. 20, 2014
My 3/20 strategy was to rush to the right two powerups (decrease build cost and produce more energy), the move base to the upper left corner. Build up reactors, keep at least one drone bombing the largest creeper concentration on the map. Push out from there. 27 minutes, I could have shaved 5 minutes at least if I hadn't lost 4 reactors to a spore attack early on.
Play Harry Quantum 4: Doc Star Harry Quantum 4: Doc Star Feb. 15, 2014
On the keypad, I'm not sure why the solution isn't 2377. Seriously, what keypad to number system were we expected to know here?