Keslen's Comments

Game Comments
Play PyroKid PyroKid Dec. 05, 2014
The arrow keys cause attack instead of movement and the WASD keys cause movement instead of attack. Otherwise this is an extremely enjoyable game for a lot of reasons.
Developer response from pyrokid_inc

You can switch it in the options menu. Press esc

Play Just Type This Just Type This Oct. 21, 2014
Some indication of which letters are going to trigger spikes or bullets when you step on them would remove a lot of the annoying trial and error aspects of this game.
Play Idling to Rule the Gods Idling to Rule the Gods Oct. 13, 2014
The "Divinity Generator" needs a significantly more comprehensive tutorial in order to be useful. I think that it could be to a massive degree, but I have no freaking idea how to even start with it.
Play El Papel El Papel Sep. 05, 2014
This game falls prey to the flaw so proliferate in Flash games: showing me cut scenes before gameplay. Before I'm committed to your gameplay, I refuse to put any effort into your plot. Then, once you've shown me enough gameplay to commit, I've already missed some of your plot, so I'm not going to bother with any more of it. Convince me of the value of your gameplay first, then show me your plot - you'll create a much more valuable experience for it.
Developer response from killa_bunnies

You can always skip the cutscene if you don't wanna see it.

Play El Papel El Papel Sep. 05, 2014
I lowered my rating from 4/5 to 3/5 due solely to the completely absurd and unnecessary plot cliffhanger at the end. As a game this is actually quite decent. The differing requirements from collecting tacos versus bats/stars is quite jarring, even though it makes perfect sense when you think about it and the same can be said about the coloured flowers.
Developer response from killa_bunnies

The idea is to launch the sequel soon that's why the cliffhanger. We will take in consideration the comment about the incongruity of criteria amongst how you grab the items.

Play Idle Village Idle Village Aug. 22, 2014
The mouse is much more sensitive in Player Mode than I'd like. An option to adjust this would be very appreciated.
Play Le Wooden Tower Heist Le Wooden Tower Heist Aug. 11, 2014
Way too much time passes after you meet your doom before you're ready to start again. The arrow keys should be functioning toward your next attempt at about the same time (if not before) the sound effect ends.
Play Inner Demon Inner Demon Aug. 09, 2014
This game has a really nice concept an a lot of potential, but the presence of a timer that counts down (instead of up) detriments a lot from the experience.
Developer response from trynewgames

thx for review, next time I will add time-up clock.. or maybe seperate medal challenges like in Cut the rope 2. I've uploaded a new version with time-up clock and no time based penalties

Play Dream Hopper Dream Hopper Jun. 15, 2014
Such an abrupt ending after so little game play leaves a really bad last impression. Also, the inability to posses both the double jump and wall jump at the same time is very counter-intuitive as is the fact that you lose the abilities if you use them enough times. Finally, the only way I could find to restore health (besides increasing the maximum) was by dying - some kind of health restore system would dramatically improve the experience.
Play Infectonator: Hot Chase Infectonator: Hot Chase Jun. 08, 2014
The controls are horrendously awkward and clunky. Using the arrow keys for movement and certain other keys to activate abilities (or, at the very least, offering this choice in the options menu) would be a much more appropriate scheme for a game like this. As it is, it's not comfortably playable.
Play Picross Madness Picross Madness Apr. 18, 2014
How to make a puzzle game absolutely abysmal in every way, shape and form: construct an in-game situation where absolutely nothing in the game's mechanics can tell you how to proceed. It only takes one and this game has several of these types of situation.
Play Once Upon A Life Once Upon A Life Apr. 15, 2014
What starts as an incredibly engaging and enjoyable experience degrades into a meaningless slogfest designed to force a walkthrough upon you. It could have been so much more (it *was* so much more) - alas it effed up so dramatically.
Play Epic Boss Fighter Epic Boss Fighter Mar. 29, 2014
This is a fun game, I enjoyed it a lot! It would benefit from a condition in its moneyDrop function which returns false if the player has no more upgrades left to buy - the screen gets unnecessarily crowded later on.
Play Idle God 3 Idle God 3 Mar. 25, 2014
The idea of "organization members" versus "immortal organization members" is absolutely absurd! You may as well increase the cost of organizationMember level X to that of the current (organizationMember level X) + (immortalOrganizationMember level X+1) and be done with it. That would, at the very least, keep the player from guessing or, worse, assuming their crystals are being spent toward something useful when the thing they're buying is, in fact, going to simply disappear in five minutes. At the very least, you need to stop one upgrade line from increasing the cost of the other so that you can know exactly what the cost of both is going to be before you start the purchase process.
Play Idle God 3 Idle God 3 Mar. 25, 2014
Losing a save file is pretty absurd. Especially when so many other flash games manage to avoid doing so after numerous upgrades. Even more so since the only requirement to avoiding the loss of a save file is to neglect to change the file name of the .swf between uploads. Seriously, all you have to do is *not* do something and you avoid the problem all together. Alas, some developers seem utterly inept at that task.
Play Idle God 3 Idle God 3 Mar. 24, 2014
If you must allow rounding errors to influence your calculations, please prevent them from influencing our game play. Simply rounding our possessions down and our prices up (floor vs ceiling functions) is all it would take. Making it look like we can afford something when we actually cannot is pretty high up there on the list of game design flaws.
Play Exit Path Exit Path Feb. 24, 2014
If you'd been looking for a hard badge on this game, a good place to start would have been picking up all the triangle things along the way. I agree the speed run would have been ludicrous but why does that have to be the only place to look? Why can't skill matter instead of just speed?
Play Idle Empire Idle Empire Feb. 16, 2014
Allowing us to control our unit expression (0 vs K vs M vs B vs T) is an incredibly awesome attribute of this game. However, the implementation chosen leads to some awkward experiences. For example, I could register as having 2M dollars and have an update requiring 2M dollars to purchase, but have nothing happen when I click on that upgrade due to lack of funds (the upgrade costs $2,460,742 while I have $2,298,257). Perhaps the utilization of the ceiling function (instead of round) could allay these frustrations?
Play SideQuest SideQuest Feb. 16, 2014
The opening tutorial rides that line in between exposition and gameplay while managing to capture the worst of both sides and retain none of either party's redeeming factors - it completely failed to engage me in any way, shape or form and needs a massive overhaul if you ever hope to attract a wide audience.
Play Questopia Questopia Feb. 03, 2014
This game represents the conflict between how much could be awesome within our community and how much abhorrent sludge actually exists. There could have been so much awesome contained within this - I will never be able to understand how any well meaning individual(s) could have created such an abhorrent product from within that. :(