acidDICA's Comments

Game Comments
Play Billy the Pilot Billy the Pilot May. 15, 2012
I enjoyed the whimsical tale but there are just too many of these games around. Leaving earth is a delight but ultimately, the game just feels too grindy; too repetitive and too similar to other existing games.
Play The Visitor: Massacre at Camp Happy The Visitor: Massacre at Camp Happy May. 15, 2012
I liked the game generally. The idea of metamorphosis is enticing and I like how it's presented in a fairly simple way, with the 3 sizes of animals and 3 abilities to 'juggle'. However, the 2nd half of the game seemed to drag a bit, with nothing new really introduced (I think that the wider logs were the last thing) and no real evolution in the way the levels combined the elements. I think I would have actually enjoyed a shorter game - maybe 6 or 7 levels long - more.
Play Next, Please! Next, Please! May. 14, 2012
Can someone give me a HINT for level 16?
Play Nuclear Outrun Nuclear Outrun May. 12, 2012
I managed to go the farthest with the shark gun and large wheels. The guass rifle and t-rex are way more powerful but the amount of ammo the shark gun gets makes up for it. The extra ammo balloons really help out with that many sharks per clip!
Play New Star Soccer New Star Soccer Apr. 29, 2012
I wish there were a mute button. I think that should be an option in nearly any game.
Play Innkeeper Innkeeper Apr. 10, 2012
I expected something fairly generic but I loved the dark humour with regards to the family, psychological disorders and the surreal questions regarding the MIB and the monsters. I enjoyed it up to the point of getting the final star. I was hoping for a bit more closure with regards to the stories though. Since there were a few more events soon afterwards, I kept playing. Now it's 50 days since the last event and though the story seems unfinished, I guess nothing more is going to happen. My final impressions would be so much better if the game somehow signalled to you when the events were finished.
Play Several Journeys of Reemus Chapter 4 Beastly Blackhole of  Bureaucracy Several Journeys of Reemus Chapter 4 Beastly Blackhole of Bureaucracy Apr. 03, 2012
Stuck. I knew I needed to get the gas in the hornet's tree and the walkthrough confirmed it. But I can't work out how to use the hose to flood the tree... I hate it with these games, when I feel I know how to solve the puzzle but just don't know the exact place to click.
Play mini Tower Defence (mTD) mini Tower Defence (mTD) Feb. 09, 2012
If the speed-up could work without bugs at a higher speed, I'd advocate x2, x4, x8 for any game. Doubling the speed is a better progression, making the relative increase constant.
Play My Little Army My Little Army Jan. 12, 2012
Generally, a good game though I completely agree with the real need for a 'faster' button (maybe 5x the current faster speed). I liked the graphics and - having finished the first quest - am interested to play through both stories now.
Play My Little Army My Little Army Jan. 12, 2012
Our leader's health bar isn't easy enough to see! It can be covered by our own heroes and is only visible when he's on-screen in any case. What would be better is an always-present health indicator at the top-left of the screen.
Play Spectromancer: Gamer's Pack Spectromancer: Gamer's Pack Jan. 09, 2012
I would be totally frustrated if 'custom deck' didn't exist. However, it'd be better if we were able to use less than 20 cards - the remainder would be randomly picked from those we have available. This would be great if we want to ensure we always have a few particular cards but don't care so much about any others.
Developer response from fighter106

This can be a good idea to repair or balance the poor decks. I hope we would adopt this idea.

Play endeavor endeavor Dec. 18, 2011
The real question - for me - is IF the deity is truly evil. I mean, if it was so terrible, shouldn't the dwarves have handed down a story about it? And what it says is true - it was there to help you when you fell. It's not as if it was asking you to kill - that ending should be considered the truly 'bad' one. On a serious note, I liked the comment 'do you know why? There are other ways of getting back up.' But the whole moral of the tale was a bit heavy-handed.
Play Coins Coins Dec. 17, 2011
Level 20 finally stumped me... it's nice to see a real brain-teaser that needs to be returned to, though. I look forward to returning to this!
Play Pipe10 Pipe10 Nov. 28, 2011
Maybe to show the 'flow' timer, you could even just incorporate a time-meter into the bg of the currently-filling pipe.
Play Pipe10 Pipe10 Nov. 28, 2011
On my 4th attempt I got to level 6. I'd like to see a better indication of when the liquid will progress - failing a visual depiction that shows exactly when it'll cross the boundary, some sort of timer on the borders would be nice. My main annoyance was the luck factor. In one level, due to the position of the source, I NEEDED one particular type of pipe and it just didn't appear even after 10 placements. I'd suggest a counter and if one type of pipe has been shown far less (say t like the execution immensely but do like your interpretation of pipe mania.
Play Pirates of the Undead Sea Pirates of the Undead Sea Nov. 09, 2011
I hate this. I dunno if my flash player is broken or what, but I can't work out how to use inventory items. Just can't get the 2nd boot using the conch... :-/ (seems like Boubadour has the same issue)
Play BasketBalls BasketBalls Oct. 16, 2011
I'm sure this is a fantastic game but why not tell us the controls? After a couple of minutes of clicking, dragging, pressing cursor keys and a few other buttons, I still can't work out how to do anything other than send the ball between the 2 players on L1. Shouldn't a tutorial teach the controls? Anyways, since it's hard to change the swf now, why not add the controls to your instructions?
Play Get Home Get Home Oct. 13, 2010
Oh wait!!!! Now I get why I never saw the sign. It's because the placement of the first 'step' requires us to jump on it (thanks to the length and height) - placing us perfectly to jump on the 2nd (thanks to their proximity) and so on. And so most will - like me - never see the other path until later. Genius level design.
Play Get Home Get Home Oct. 13, 2010
The game itself is well designed - the levelling up of a Metroidvania coupled with a more focused, linear path that plays well as a Flash game, allowing us to experience the growth in abilities whilst not needing to worry about commiting a map to our memory. The 'maze' that ends up being essentially a simple loop is as complicated as the terrain gets and that's as it should be. The ending (the final pill) is wondrous, transforming the gameplay and injecting us with glee, before the inevitable comedown from the dialogue.
Play Get Home Get Home Oct. 13, 2010
[SPOILERS] Personally, I never encountered the 'road closed' sign on my first game. It's hard-wired into our platforming brains to go upwards and to the right and so, encountering some platforms that provided a route that way, I was happy to take it - specially since I had the additional pressure of a time limit. For me, the illusion was complete - I had always had the option of the 'safe' route and so the path I chose was entirely optional. The metaphor was stronger - just as in life, we can reach our destination without if we so choose. Maybe a good change - allowing this feeling to be genuine and maintained post-game - would be to simply make the sign an object that can be jumped over?