Sophisanmus' Comments

Game Comments
Play Madville Madville Jan. 21, 2014
Problem I have with this game is that it falls apart with a little bit of strategic forethought. If your first purchas is the pistol (which is easy to do by beating the first level with the boxing glove), you can just develop that tree and have the Minigun early in the second act. There's nothing an upgraded mini -won't- shred, the Auto is only a hair's-breadth less useful, and the Pistol isn't any less useful than the Tazor or Nail; the way it's set up, developing any of the other weapon trees seems to -hurt- you far more than it helps. * That said, slick game, mostly minor flaws - the loot controls can get a bit wonky when too many pickups are around; can't replace a bonus weapon when it's about to run out even if there's a great pickup that's about to expire; run out of things to upgrade early in the final act.
Play Haven: Prelude Haven: Prelude May. 23, 2013
Two things I find myself wishing for: faster minimap navigation and ship hotkeys. I'd love to be able to hit a key and bring up the TNS Richter to deal with shields, or the TNS Mikebeth to make sure it isn't wasting missiles on a target that'll die before they hit.
Play CaribbeanAdmiral CaribbeanAdmiral May. 05, 2013
Final boss. I check the board chance, just in case. 100%? No, it can't be that easy, right? ...Right? *click* . . . Wow, that's one crappy final boss battle.
Play Flippin' Dead Flippin' Dead Oct. 31, 2012
Kind of a shame when intentional suicide is the metagame of an otherwise survival-based game. Once you clear your three objectives, the best course of action is to kill yourself as fast as possible, since you can't start work on the next set until you die and going for a high score before unlocking everything is counterproductive. I'd say either replace completed objectives immediately or, at bare minimum, swap them out once all three are cleared; either option would diminish the tedium and streamline the fun factor of this otherwise-enjoyable game.
Play Century Sky Fighters Century Sky Fighters Oct. 25, 2012
Level 3 onward have no background save a strip of water texture to the far left of the screen. Game broke at level 8: projectiles froze in place, vehicles ceased firing, but level continued to otherwise progress in an unplayable state. Sound comes through static-y and choppy. The cluster weapon seems to be the only initially useful weapon, and it scales faster than the others; the other 3/4 of the game's weapons are initially weak to the point of uselessness and their upgrades only fall farther and farther behind the enemy progression.
Play WarMagic WarMagic Oct. 11, 2012
A shallow passtime-of-a-game, but nothing more. While the core mechanic is a bit out of the ordinary, the rest of the game is simple, repetitive, and doesn't present a challenge. This game feels like it could have brought more strategy to the table between spell choice, skill progression, and item purchases, but in the end combat boils down to shield-nuke-nuke-ad-infinitum and the store is a no-brainer.
Play Wizard Walls Wizard Walls Jun. 30, 2012
Minor bug. I played through the levels in the following order: 1, 2, 3, 4, 5, 10, 15, 20, 25. After I went back and completed all the levels I had skipped, the game insisted I had not completed all levels until I went back and beat 25 a second time.
Play Smashing Blow Smashing Blow Jun. 22, 2012
Buggy. Very buggy. Almost cripplingly so. But still... there's a fun little RTS hidden in here. If this game gets the fixes it desperately needs, I'd play it again in a heartbeat, and even look for a sequel or expansion. If this is the final release, though... Well, maybe some other developer will raise up this base concept and produce a more complete game.
Play Nuclear Outrun Nuclear Outrun May. 03, 2012
I keep seeing zombies hanging around the gravestones that look suspiciously like the deceased. If this isn't just a coincidence of the RNG, awesome little detail!
Developer response from nerdook

it's not. they are the deceased. same distance where you died, too!

Play Nuclear Outrun Nuclear Outrun May. 03, 2012
Stray hamburger bringing a truck to a screeching halt. Zombie gibs. Nukes! Bomb balloons. Granies with miniguns! And grenades. All the grenades! Grenadegrenadegrenadegrenadegrenade... This game has it all. What about Cyborg Dragon T-Rex Assault Mechs? Heh...
Play Pirateers Pirateers May. 01, 2012
Okay, seems that some drops are duplicates. I pick up a couple crates and instead get something like 2-5 copies of the same item. Eventually the duplicates disappear, leaving gaps in my inventory. Another bug, though. I picked up two treasure maps from two ships killed at almost the same time. I sailed to the first location, and when I had finished the digging minigame the second location had disappeared.
Play Pirateers Pirateers May. 01, 2012
For some reason items keep disappearing from the cargo hold. Sometimes they vanish partway through the day itself, other times they disappear as the day ends. For instance, just a moment ago I ended a day with 730/750 cargo, and upon entering the marketplace several items had vanished, leaving only 539/750 to sell.
Play Kill the Heroes Kill the Heroes Apr. 06, 2012
Any chance at an endless or at least longer survival mode?
Play Zombie-shooter (Pre-alpha) Zombie-shooter (Pre-alpha) Mar. 31, 2012
A minor possible bug: enemies can still hurt the player after they have been killed if the player connects with their old hitbox while the bloody death explosion is still resolving.
Developer response from HectorFV

You are right, I'll fix that, Thank you.

Play Shameless clone Shameless clone Dec. 07, 2011
Not a bad game, but -way- too easy. I took maybe two hits throughout, and by the endgame I was spending a good 90% of each level invulnerable. The bosses all went down in one special attack, performed while invulnerable, leaving no need to avoid their attacks or actually 'fight' them.
Play XenoSquad XenoSquad Oct. 29, 2011
This game is enjoyable and fun to look at, but isn't (quite) perfect. Many commenters take issue with no way to speed up the enemy turn, but that wasn't much of an issue for me. The real downer was the difficulty, or lack thereof. Characters improved so much so quickly that the enemies didn't have any means of not getting mowed down en masse by a marine or two on guard. Only levels 10 and 12 presented any semblance of a challenge, and that was mostly from almost running low on ammo. I feel like this game could really use a mission pack/expansion with more challenging scenarios, which could make this game really shine.
Play Murloc RPG 2: Episode 1 Murloc RPG 2: Episode 1 Sep. 13, 2011
The first enemy I encountered caused the game to go into seizure-inducing flashing convulsions while spewing out an tirade of unholy noise. I had to refresh to make the damn thing stop, and thankfully it didn't do the same thing the next time around. However, when I tried to use a skeleton key to open a chest, the game ate my key and the chest remained locked. Later, an attempt to use the Roasted Boar Meat in battle resulted in "That ability can only be used out of combat." Considering the meat has a "two round cooldown", and it is absolutely worthless out of battle in the face of the auto-heal, there is clearly something wrong. One glitch after another in the first few minutes of the game... was there any bug testing?
Play Glissaria Glissaria Sep. 10, 2011
Up front I used a Sweep tower up front with Slow and Curse, a second Sweep next to or behind it with Blast and Flame, and a Skybound with dual Poisons, targeted against highest. Further along I set up another pair of Sweeps same as before, and then bunches of Swifts holding any Justice I may have, along with the remainder of my Stones. Tower strategy aside, I sometimes find myself wishing my hero would die more, as he seems to get preoccupied with groups and completely miss the breakaway threats. If he's still fighting the pack, I can strip his gear for a quick respawn, but it's a bit of an odd way to go about it.
Play Feed Us Feed Us Sep. 03, 2011
A mediocre-to-decent brought down a bit by some bugs. Post-level shark attacks, in which the shark appeared after the round had ended and my piranha had already exited the stage, claimed more 'seeds' than actual in-game shark damage. Aside from the bugs, regular sharks were a non-threat, failing to do damage even when something swam down its throat. The real danger was the RNG that generated humans, sometimes not even spawning enough to complete a level. In one instance, it spawned only three humans throughout stage 4, the two more that could have tipped the balance only arrived after the time limit had run out. Finally, there was an unsettling moment where an empty canoe entered from the right, paddling itself across the screen without an occupant. And then there are the decapitated victims who just won't stop swimming...
Play Space Trooper USA Space Trooper USA Aug. 30, 2011
That. Was. Awesome. The powerup system at first seemed a little ill-suited to the game, but once I got beyond level 10 it just clicked with the rest of the game. It fed me just the powerups I could use, and it was left to me to manage their activation based on need and the defensibility of their (and my) position. The constant race against the oncoming hordes and the decay of the battlefield itself added a fresh new challenge to the top-down shooter, and on top of that the round world solved the problem of the arbitrary level boundary without allowing the player to flee indefinitely (or taking the cop-out and tossing in faster enemies). In the end, it plays out challenging but with a good dose of fairness, despite the inevitable defeat. Well done!