Xymnala's Comments

Game Comments
Play The Idle RPG 2:Renicipation The Idle RPG 2:Renicipation Jan. 11, 2012
Well, I managed to get the stuck in a battle when dead bug. It basically happened when I accidentally suicided in a battle. That may well be the trigger.
Play Zombie Splatter Zombie Splatter Feb. 14, 2011
The game does indeed have infinite difficulties. It ends up on You're too good (number) whereas the number is one less than the number of difficulties in since it apparently starts at 0.
Play [Visible] III [Visible] III Sep. 19, 2010
Well, now that I can move and stay invisible the gauntlet is finished. 14:43 and 30 deaths.
Play [Visible] III [Visible] III Sep. 18, 2010
Well, I finally found a work around. Apparently with numlock off I can use the numpad to move and jump and the arrows on that work with shift held down. Still have no clue why the regular movement keys did jack but at least I can beat the game now.
Play [Visible] III [Visible] III Sep. 18, 2010
I've tried it in Firefox and Explorer. Same result. I am unsure why it won't register the keys, but it makes it essentially impossible to finish the game.
Play [Visible] III [Visible] III Sep. 18, 2010
It isn't a lack of skill. The buttons literally cause no reaction with the shift key held down. The game doesn't register directional change while holding shift.
Play [Visible] III [Visible] III Sep. 18, 2010
I cannot jump or move left or right while holding shift. Use another button for going invisible.
Play You Have No Legs You Have No Legs Aug. 16, 2010
Well, upon reflection I realized you can also skip the map, so that brings down the total number of things you have to acquire down to 8. By far the most tricky room to navigate without feathers is the last one, where the most mistakes can and likely will be made. Here is how it ended for me: http://img828.imageshack.us/img828/729/youhavenolegs2.jpg
Play You Have No Legs You Have No Legs Aug. 16, 2010
I went through and did a test run to see if it can be won without using feathers or anything else optional. This was the result. http://img175.imageshack.us/img175/8301/youhavenolegs.jpg
Play PixEvo - The Fountain PixEvo - The Fountain Jul. 14, 2010
In this comment section, people don't understand what a retro platformer is. The pinpoint jumps are the POINT of the genre.
Play Globular Globular Nov. 26, 2009
Well, this is a good game, but there is a score glitch where you can lose points without firing anything. You lose 10 points every time you click, not whenever you actually launch a ball.
Play Frantic 2 Frantic 2 Sep. 11, 2009
Yay! Looks like the high scores are back again. At least some of them.
Play Hexcelle Hexcelle Aug. 03, 2009
Well, the main problem I'm having right now is finishing the game. I can't seem to find any of the last 4 bosses, and I've explored out to where the enemies stop spawning. Where is the end?
Play Dungeon Explorer RPG 1.0 Dungeon Explorer RPG 1.0 Jul. 28, 2009
Hmm, the real thing this game could use is to have the mouse able to move you to a spot as long as you have the path to it mapped already. That would really speed it up.
Play Cyber Recession Warrior: Edgar Cyber Recession Warrior: Edgar Jul. 15, 2009
Ok, on further analysis, it seems that the damage appears to be in the form of a ratio. At level 1 on floor 16 my damage ratio was 2-5. When I tried at level 4 with the same equip, my damage changed to be 6-13. It seems that the damage reduction is in a direct ratio between your levels, in that case it was 1:16 so I was doing 1/16 of the damage originally, and it got bumped to 1/4 when I leveled up. There may be a minimum which would explain the discrepancy a little. I never missed with the grenades, so it didn't bump damage into misses.
Play Cyber Recession Warrior: Edgar Cyber Recession Warrior: Edgar Jul. 13, 2009
Hmm, it also seems that critical damage doubles whatever is left over after your damage is reduced. It also seems that grenades can't do critical damage as far as I can tell.
Play Cyber Recession Warrior: Edgar Cyber Recession Warrior: Edgar Jul. 13, 2009
I've been working on this, and I have determined some things so far. I've found that your level to the monster's level really makes a huge difference. It seems the game reduces your damage by about 1 for every level the monster is higher than yours. I'm not sure I really like this, since the monsters already have a health bonus over yours, and a damage bonus when your level is lower. This just makes it more dangerous by far.
Play GemCraft chapter 0 GemCraft chapter 0 Jun. 09, 2009
Oh yeah, forgot one thing. Red doesn't show a message until you get the splash over 15 radius, but it always hits at least 2 targets. It maxes out at 6. All gems below grade 6 have maximum stats they can have, that you can't raise past, so you should get your main gems to grade 6 as soon as you can.
Play GemCraft chapter 0 GemCraft chapter 0 Jun. 09, 2009
You are sort of right, and sort of wrong. The best gem for making mana traps is red/orange/lime. This will make the gem hit 6 targets for 10.1 mana steal, with a 70% chance to hit each target twice. The downside is you'd have to get the gem to about grade 10 to max out the attack speed. More efficient is red/orange which can be maxed out as a grade 6 if you add enough lower gems to it. The actual strongest attack gem is a yellow/red in a trap, which maxed out with an attack speed of 1183 hitting 6 targets. While adding lime to it would boost the damage, you'd lose out on the dual gem bonus to max and min damage, so you'd lose in the end. The Yellow/Red has far more killing potential than any other gem.
Play GemCraft chapter 0 GemCraft chapter 0 May. 31, 2009
There is no grinding in this game. The reason people are having troubles is because they aren't finding ways to get better scores. You get more points and mana by angering incoming waves and still defeating them. If you increase your mana pool you also get more mana and score from monsters. Once you find a balance between angering monsters, raising your mana pool, and building stronger gems, your score will improve.