Razmoudah's Comments

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StarDust I: The Fall of Man

Play StarDust I: The Fall of Man

Aug. 04, 2015

Rating: 0

{Comment Part 4} In the case of two guns the energy cost should be around 1.5x that of a single gun, because you can route some of the energy for one through the other, and in the case of two missiles either fire both at once or alternate sides with a halved reload time and doubled ammo (I'll admit, I'm a tad mixed here, maybe the first case for the 'swarm' type missiles and the latter for the 'heavy' type missiles). I do hope that you make a sequel, if you haven't already, and take this into consideration.

StarDust I: The Fall of Man

Play StarDust I: The Fall of Man

Aug. 04, 2015

Rating: 0

{Comment Part 3} The last thing I'm going to comment on is the weapon counts on the fighters. Each fighter has one gun and one missile, but that doesn't make any sense. As you gain the capacity to build larger fighters so to do you get more 'hard points' to mount weapons from. Now, I'm fine with every gun being the same gun, and every missile being the same missile, but the medium fighter should have two guns and one missile, the Bomber should have one gun and two missiles (to fit with the description of being a bomber, and it'll be able to sustain a longer burst of fire from it's single gun), and the Experimental fighter should get two of each. To be continued...

StarDust I: The Fall of Man

Play StarDust I: The Fall of Man

Aug. 04, 2015

Rating: 0

{Comment Part 2} I can understand to a certain extent only the larger fighters getting better shields and generators, but as you learn to make even better ones shouldn't you be able to better miniaturize the preexisting ones? Yeah, only the Experimental fighter would get the best of those two, but you could have slightly enhanced capacities for the Bomber, with the medium fighter using the third tier techs (without the capacity bonus) and the light fighters using the second tier techs (with a capacity bonus). Just from a strictly technological stand point that makes more sense. To be continued...

StarDust I: The Fall of Man

Play StarDust I: The Fall of Man

Aug. 04, 2015

Rating: 0

Dang, too bad you lost your files for this, because with a handful of tweaks it could be a great game. The biggest flaw with it is that there really isn't any point to the second tier upgrades for the fighters until you have second tier fighters, and rinse and repeat for the successive upgrades. This is really annoying because going by the descriptions of the research to get most of those upgrades (this is excluding weapons, engines, shields, and generators) you're just making more efficient use of the available space, which should apply to all fighters, not just the bigger ones. Instead the bigger ones should have higher base capacities so that the upgrades have a greater degree of effect on them. This would actually make the better guns and engines useful on the smaller fighters, although still not great, instead of just the better missiles. To be continued.....

Void Vikings

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Aug. 02, 2015

Rating: 1

Damn, I can't tell if the game is good or not. My long time headache with Windows 7 and screwing with the mouse in some games strikes again with the Unity Web Player, so every time I click the mouse 'jumps' to another location. I don't know what keeps causing this problem, and the only fix I've ever found is to set the option for 'Run as Administrator' for a program, which unfortunately doesn't work for my Steam titles with the problem and I have no idea where to find Unity to try that there. The mouse only acts up when in the main game screen though for maneuvering and firing weapons, all of the other screens don't have a problem.

50 years (graphical)

Play 50 years (graphical)

Aug. 02, 2015

Rating: 4

The only distinct improvements I can see being needed are a formation editor, so you have the right units in the right spots, and adjusting the positioning of some of the pop-up boxes when choosing faiths as well as using a smaller text size in the info box. Really, even as it is this is still a really good game, although I'll admit that I rather enjoy the ones that can take 50, or even 100, hours per playthrough (such as Sword of the Stars), but you definitely found the sweet spot for the balance of this one.

Zombie Cage

Play Zombie Cage

Feb. 27, 2015

Rating: 0

I'll also chime in that the bonus stage is broken. The game feels like it could be really good, but with the bonus stage problem it isn't possible to play it long enough to find out. Until you can get this fixed it's only worth 1 Star.

Days 2 Die

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Feb. 26, 2015

Rating: 3

Well, I finally got the barrier repairing to work, but the games difficulty still scales up way to fast to be practical for the non-masochists to enjoy.

Days 2 Die

Play Days 2 Die

Feb. 26, 2015

Rating: 1

The walkthrough the publisher mentions is nearly useless for this version of the game. I still haven't been able to prove that the barriers are fixable while playing, there are no single entrance rooms, and when in the super market the video walkthrough doesn't show any of the roid version zombies. Even with a merc I'm not sure this game is fully playable.

Bunny Invasion: Easter Special

Play Bunny Invasion: Easter Special

May. 23, 2013

Rating: 4

It's a rather good game, but it does have one critical flaw. The Shotgun class weapons fire a single round that only hits a single target. Their either need to be modified to firing a spread of rounds in a cone (for 1 ammo each) to simulate birdshot or buckshot, or else those solid slugs need to be given some penetration power. In the later portions of the game, where you have nearly solid waves of enemies the Scorpion out performs every shotgun, do to their lack of ability to harm multiple foes per shot (and yes, I cleared wave 59 with the Scorpion, though I did switch to a shotgun for the final boss, while throwing grenades like crazy). The cooldown speed of the minigun could also be tweaked a little, as it takes it to long to cooldown to be a useful weapon for normal use (though it is the best one when in Rage, it'll decimate the entire battlefield in nothing flat then), but it doesn't really need it as the RPG-7 and M24 Sniper do a superb job of handling everything otherwise.

Starship Commander

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Mar. 14, 2013

Rating: 2

Being able to double click on the map to deselect fleets is a huge improvement for playability.

Starship Commander

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Mar. 06, 2013

Rating: 3

Hmmmmm.......it could use a better means of de-selecting fleets than clicking on them again. I don't want to think about how many times I accidentally sent a fleet to a different planet with an incoming attack because I forgot to click it again.

Developer response from momoguru

ill make it so double clicking the map will deselect all fleets :) fixed!

Renegade Racing

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Feb. 23, 2013

Rating: 5

Wow, I just found the game and took a look in the garage. I see Herbie (from 'The Love Bug'), The General Lee (from 'The Dukes of Hazard'), another that seems to be Bandit's car from 'Smokey and the Bandit', and a DeLorian. Quite the collection of movie and classic TV car references in that garage.

Epic Battle Fantasy 4

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Feb. 20, 2013

Rating: 1

I'll definitely keep an eye on this one. You seem to be getting better with each one you release, which considering how far you've come since the first is quite remarkable.

Strike Force Heroes

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Feb. 19, 2013

Rating: 2

Certainly a fun little game, although I did find it humorous how the Assassin got the Home Run Bat. At least, I never saw, or received, a crit from it that wasn't an instant kill that sent the recipient flying, so it certainly seems a lot like Ness's Home Run Bat from Mother 2 (Earthbound in the US).

Bullet Audyssey

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Feb. 18, 2013

Rating: 1

Well, it does what it does very well, so it's worth 5 stars, but this is so far beyond my skills that I'll have to leave it as barely started.

Battle for Darkness

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Jan. 28, 2013

Rating: 4

I agree that the game's balance could use some tweaking, as once you encounter the Madmen you can't reasonably expect to progress any further in the waves until you recruit the 5000 G cost Werewolves, and you can meet them before you recruit the Cursed Knights. Otherwise it isn't to bad, some story elements and some variance in the background wouldn't hurt, but it only has one notable flaw I've seen so far in the game balance.

Super Defence

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Jan. 28, 2013

Rating: 0

Okay, I've noticed a minor bug. The Power Suppression Badge doesn't actually get awarded until after completing Mission 11 without doing any Power Weapon Upgrades, even though once you complete Mission 10 it reads 10/10. Also, allowing the Reward Upgrade to be upgraded when going after the Power Suppression Badge would allow for a LOT fewer launches being used in the process (especially if you're trying to achieve all of the badges on a single char on a single play-through, which I haven't completed yet, I'm only done through Mission 11 right now).

You Are The Road - Molyjam 2012

Play You Are The Road - Molyjam 2012

Jan. 04, 2013

Rating: 1

Blast, they STILL don't have a Linux version of the Unity 3D plug-in, and I come to Kongregate on my Linux box and I'm not going to try to remember which game I played on which computer.

Deep Sea Hunter

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Dec. 29, 2012

Rating: 0

@alphawerewolf: That is the single most helpful comment here. I was wondering where that last boss was when I broke a 4k depth and hadn't encountered it. @kizigames: Fun little game. Although primeoffense's suggest upgrades would be nice I still feel it is worth 5/5 without them.