joshwar's Comments

Game Comments
Play Elventales: The Arcanery Elventales: The Arcanery Sep. 20, 2014
necromagi are overpowered. one hit=instant game over causes extreme confusion, especially if they are hidden behind other enemies. even if it was like 10000 damage over 10 seconds or something you would atleast know you got hit before game over, and they have way too much defense. they are immune to "beam" spells, they have like 2000 hp, and they have a 20% chance to heal DOUBLE the damage delt to them, from any source. they are harder to kill than the colossi and infinately more deadly. i dont mind too much that they instantly kill you but they take too long to kill. half way through the last level i figured it wasnt even worth my time fighting them anymore and ran for the exit to hopefully get a great boss or a grand ending, but i just ended up disappointed.
Play Tower of the Archmage Tower of the Archmage Jul. 15, 2014
bosses dont always seem to drop runes, and i wish i wasnt the default target for all my attack spells, i get far just to instakill myself with a misclick. nothings worse than readying a single target spell with over 200 damage just for it to hit you instead of the boss 4 spaces over
Play Battalion Commander Battalion Commander Jul. 09, 2014
the grenadiers seem useless, firing once every several seconds, the riflemen shoot about 7 shots in the time it takes the grenadier to fire once. the range is short, and blast radius is small. i find the upgraded riflemen to be upgraded grenadiers since they fire only a little slower, but fire 10 bullets between shots. fast start makes the game harder, making it difficult to build an army and no way of knowing who your even picking up, completely useless on endless mode. the heroic dash will usually just get you surrounded, just like fast start, but with shorter invincibility. snipers projectiles move so fast they often pass through infantry without harming them, but are otherwise overpowered, taking out bunkers, towers, even tanks and helicopters in a few shots. i find myself wishing i never bought grenadiers and fast start.
Play Token Hero Token Hero Jul. 03, 2013
bosses seem too overpowered, and it doesnt help when you fight 5 enemies in a row right before the boss. you never seem to have the weapons or armor to take the end game bosses down even with a maxed crew. 150 armor is gone in 4 hits, and you cant even scratch him because you dont have any more weapons. it also doesnt help that you cant use weapon items on the boss ether, so you end up with a 60+ hp boss with 30+ damage and no way to kill it or defend yourself. i love how you can freely move stuff around though, letting you stockpile some weapons for a strong enemy, or some keys for a locked chest... although i find myself avoiding unlocking doors so i can take the time to heal and stock up on armor
Play Super Invaders Super Invaders Jul. 03, 2013
takes forever to max out the rockets needed to beat the boss, and needing to start from round 1 every time gets anoying. if i needed to max lasers too i probably wouldnt have even tried beating the boss. too much grinding
Play Gravitee Wars Gravitee Wars Jun. 28, 2013
oh, hi there. i wasnt expecting anyone on this side of the planet... ill just leave this here *puts mine at enemy feet and runs away before they fly off into the abyss*
Play Earn to Die 2012 Earn to Die 2012 Nov. 30, 2012
i dont get it, i max out my fuel and i dont get max fuel. same with the boost, even at max boost it doesnt even reach 25%. whats the point of the gauge if max doesnt even reach 50%? all the ads and 'like's make it seem more like a demo then a real game.
Play They Took Our Candy They Took Our Candy Nov. 02, 2012
too repetitive, ranking up is slow and hardly gives you anything, upgrades are hardly noticeable exept for magnet and candy, and all survival is is just 50 waves of the same old same old. the final boss was easier then the normal enemies at level 5, and the boss at level 8 was harder, he actually did some impressive damage. overall it was too slow and rather inconsistant. it had great potental, but fell short of expectations, better luck next time.
Play Tower On Tower Action Tower On Tower Action Aug. 20, 2012
the biggest problem i noticed is that troops will only attack other troops unless there is nothing left on the entire map, only then will they even consider attacking the enemy towers. meaning if there is 5 or more towers generating troops, that player cannot lose a single tower. another problem is i cant even tell if upgrades do anything apart from might.
Play Reactance 2 Reactance 2 Jun. 18, 2012
the difficulty is very steep, you can breeze past some levels and suddenly you cant progress at all until you find the perfect way past an enemy or two. the rockets enemies shoot at you are next to impossible to avoid, they slow down so much they can do 360s if they dont hit the wall the moment they miss. honestly, how does it slow down so quickly without any noticeable form of brakes? hyperion is hard enough without a wall of those things chasing you.
Play Sens? Sens? Feb. 12, 2012
the first 2 levels are impossible without some paper to trace everything onto. level 3 was almost too easy, but level 4 was balanced and the ending was nice. too bad i ended up using 3 sticky notes just to get past the first half
Play Outpost:Haven Outpost:Haven Jan. 14, 2012
the swarmers are useless, the sniper is easy to avoid, the tanks are slow, and the assassins are easy to spot if you actively look for them, and that first boss didnt even put up a fight. the story wasnt all that bad, but it still seemed cookie-cutter style "random space station overrun with alien experiments" and all. it seemed the weapons are all overpowered and plenty of ammo to shoot open a door with if somethings hiding on the other side. too bad the AI is so weak, seemed like a bunch of deaf, blind aliens that could only see you if you run in front of them. the swarm mode was just boring after you get the SMG or pulse rifle. the vulcan is just a SMG with an extra 20 rounds and a full second charge time before firing, and cant be upgraded, making it vastly underpowered compared to its cheaper counterpart, all in all, story mode is a good time killer and survival 'swarm' mode is boring and pointless. despite the love and care put into making this, its just too boring 2/5
Developer response from GamingYourWay

So just to clarify, you loved it yeah ?

Play Sticky Ninja Academy Sticky Ninja Academy Nov. 19, 2011
"now, i want you to cling to that wall with your inner chi" *clings to wall with velcro* "meh, close enough, you pass" later... "hey, isnt that the guy who kicked bob into the lava?" "just ignore him an wait for orders" "good idea, we're invisible, defending ourselves would just give us away"
Play The Nameless Roguelike The Nameless Roguelike Oct. 21, 2011
"in memory of cirno, fey mage, who died on level 10. the lizardman got the best of him. his 1218 points will forever be remembered"... curse you scroll of randomness, summoning THAT when im hiding a level away from 3 necromancers and their army of medusa, witches, and spectors... all i wanted was some food... XD
Play Faultline Faultline Oct. 20, 2011
*teleports into room* "well, reality is rather inconsistant today, i think ill leave before someone tries to divide by zero, again"
Play Cardinal Quest Cardinal Quest Oct. 20, 2011
my perfect build: wizard with fireball ,heal ,charm ,shadow walk, and map/fireball/clone/sleep. map will help you find items, charm will destract enemies and fireball kills them, heal will save a potion or 2, and shadow walk will get you out of tight spots, and maybe backstab someone too, magic mirror clones are weak late game, but make exellent shields in doorways giving you a few extra turns for cooldown. i have noticed that you can still target invisible enemies with fireball, that lets you track them to an extent, and the spells break if you switch them during cooldown, and i feel kinda empty without a boss battle, or even a final score, but its still a great rogue-like, 4/5 and fav
Play Elephant Quest Elephant Quest Apr. 26, 2011
i found it really repetitive, kill some guys, grab key, go to next room, repeat... the skill tree was nice, but you couldn't max everything out even if you had the credits, cantering, adrenaline, and spike-readiness don't do anything. the boss battle was a big let down, just shoot em forever, jumping over him every now and then all in all, got too boring, too fast, i give it a 3/5
Play DN8 DN8 Apr. 24, 2011
(pt 3/3) shield also seems overpowered compared to some of the other upgrades, its practically a X4 lives multiplier, and leads to "block 75% of bullets" side pods, that cover most of your front and back as well! maybe place them farther from your ship, or make the hit-box smaller. i wish i could continue after winning, or go back and get other upgrades after victory, before moving onto an endless mode or something, i dont like the progress wipe when you win, its like "thanks for playing, now get out!", reminds me of a demo or something i did like the tripy and distracting 3-D backgrounds, but it seemed like i was fighting the same 2 enemies to the same 3 BGM tracks all in all, a decent bullet hell game, 3/5 (again, extremely sorry for the spam)
Play DN8 DN8 Apr. 24, 2011
(pt 2/3) its great that grazed bullets change color, but they turn invisible instead some times, making them nearly impossible to dodge. most games are along the lines of "graze for points, use points for bonus lives", in this, points from kills dont give lives, making grazing much more important. the 'bomb' counter was poorly placed, it made it impossible to survive down there, and it seems kinda pointless to have a counter, when you only get one, maybe just having 'redrum' in a corner by score or something, no gauge, and have it disappear when you use it, seems like pointless clutter having a big "you have unlocked this and can/cannot use it!" sign where you spend 30-80% of your time, dodging 1-hit kill attacks.
Play DN8 DN8 Apr. 24, 2011
(pt 1/3) (sorry for the walls of text) the 'pods' are a double edged sword, blocks bullets, low dmg, but can be confusing at times, and prevents you from grazing most of the bullets. one of the last bosses were too easy, and gave too much graze, you get an extra life every 1-3 attacks, and its rare for them to get close, the boss took so long to kill, i had 20 lives after the 1st battle with it, the "boss rush" at the end left me with a total of 50 lives at the end. another boss (the spinning guy shooting spirals) actually seemed easier to fight the more of them i was fighting at the same time, kind of odd, actually. most of my lives were lost due to enemies ramming me faster then i could kill them, and some of the upgrades are stupid, "would you like 1 weak gun/shield, or 2?, would you like a damage boost of 30%, or 60%?"