eliotn's Comments

Game Comments
Play VVVVVV Demo VVVVVV Demo May. 13, 2013
I loved the music. The problem was the platforming controls felt a little clunky, but I don't hate this game. Pretty good for a kongregate game, even if it only is a DEMO.
Play Eisydian Saga Eisydian Saga Mar. 21, 2013
Advice to improve this game: -Make the shield activatable on non-projectiles, perhaps when X damage is taken in Y time, its frusturating to get your health drained by an unlucky laser or monster collision.
Developer response from Aesica

I'll admit, the continuous damage mechanic from enemies/beams was experimental. I first saw a game with that mechanic when I played Guardian Legend (NES game) and was intrigued by it, so I wanted to try it out. I'm not sure I'll be using it in any sequels though.

Play Turnament Turnament Mar. 21, 2013
awesome game!
Play Eisydian Saga Eisydian Saga Mar. 20, 2013
Someone needs to make a touhou project with upgradable abiliies like this. Anyways, good job on the game.
Play MedievalShark MedievalShark Mar. 20, 2013
try being afk also
Play MedievalShark MedievalShark Mar. 20, 2013
This is why people were in the dark ages so long. Whenever they tried to build stuff a shark came around and tore it all down.
Play Super Villainy Super Villainy Mar. 13, 2013
Thats the problem, too many toasters.
Play Qoosh Qoosh Jan. 20, 2013
Wait the game had voice acting?
Play Qoosh Qoosh Jan. 20, 2013
this game is awesome
Play The Unexpected Bug The Unexpected Bug Jan. 04, 2013
biggest problem is if I fall off a ledge I can't jump to save myself.
Play Dusk Dusk Nov. 14, 2012
This feels much better thanthe sequel, in terms of the music.
Play Dusk 2 Dusk 2 Nov. 14, 2012
This reminded me about braid.
Play Ivory Towers Ivory Towers Nov. 08, 2012
The elemental casting system adds nothing to the game and seems only to be there for flavor. Magica did it much better. Instead, make all the spells hotkeyable.
Play Mine Blocks Mine Blocks Nov. 07, 2012
The game needs to have better platforming mechanics. I keep falling when I want to try to dig downward.
Developer response from Zanzlanz

Mine Blocks 2 has better platforming physics. I've gotten much better at making engines since I started this a year and a half ago.

Play Hordes and Lords Hordes and Lords Nov. 01, 2012
3. I don't get the design decision to deny experience for replaying levels, and giving 1/4th the experience for a dead squad. Either give xp globally and without penalty (even to squads that aren't unlocked), or allow xp for replaying levels. This mechanic unfairly cripples a player's army if they don't have all squads unlocked or let one of their squads die during the crucial first time battle, with no hope of salvaging the mistake through grinding. 4. The selection banners are inappropriately placed. Instead of placing them over the flagbearer, it would make more sense to place them near the center of the army. Try looking at takeover (another recent game), it had more appropriate placement for flags. 5. Remove the gold collecting with mouse mechanic, and have gold autocollect, it is an annoying mechanic that most games can do without.
Play Hordes and Lords Hordes and Lords Nov. 01, 2012
Game looks like a cool concept, some good art, but it needs work. Some tips for improving this game: 1. Have a path going from place to place on the map screen, other similar good games do it, and it fits with the game, as the protagonist is going from place to place. It makes figuring out which place is which easier. 2. The fight locations didn't look like they had rankings, having gold. Maybe making this a bit clearer could help. Personally, I find giving stars to levels makes it really clear, as other games use that to indicate ranking.
Play Two Pipes Two Pipes Oct. 28, 2012
The saws need to be transparent too.
Play Takeover Takeover Oct. 27, 2012
Upgrades: -For green, get both gold upgrades (lets you rush units easily), the banner upgrade (because banners rock), and the bow damage upgrade and morale upgrade (more damage). Unlock everything when you can, except the damage spell and zealots are optional. For red upgrade damage to strongholds (lets you take bases fast), +gold for capturing bases (the gold helps), +movement speed (self-explanitory), poison damage (for awesome archers), then +immortal squad units (for the times you want more tank). If you get lots of points, upgrade -cost of undead troops for cheaper tanks and calvary. For blue upgrade +freeze duration (lets you lock enemy units better), -30% farm cost (self-explanitory), fast exp for squads, +2 gold/supply/mana per magic tower (overpwoered and really helpful).
Play Takeover Takeover Oct. 27, 2012
Unit roles: -Catapults are too slow. Other units will be able to take cities quicker. -Calvary is useful if you can take advantage of their speed to reinforce an attack or rush an enemy base and you have the money. -For support units, wizards are overpowered (they can kill ogres without taking damage, and can hold their own due to freeze), monks are ok (didn't experiment with them much) and assasians are overshadowed by other units. -Archer units deal a lot of damage, and will attack castles and units effectively, if they don't switch into melee. Red's archers are extremely powerful, because of poison. -Swordsman units are useful to tank damage, if you are playing as green. Otherwise they are somewhat situational, as they can die too fast for the other factions.
Play Takeover Takeover Oct. 27, 2012
more tips:-Don't be afraid to attack two cities at once belonging to the same enemy, the enemy will only be able to defend one at a time. -The useful mana-costing spells are the healing and attack banners for green, the attack banner for red, and freeze for blue (it will even freeze units inside of castles). The other mana-costing spells are not necessary. -Greens ultimate is useful, giving you another ultimate. Reds ultimate is only helpful if the enemy has some units on the field, otherwise they will heal while you take too much damage. Blue's ultimate is useful for getting extra gold and mana.