kamike's Comments

Game Comments
Play The Cave of Ātman The Cave of Ātman Jul. 15, 2014
Got to 26 quickly enough. Took a while to try to figure that one out, maybe I'll come back and look at it later. My only gripe is not having an undo button to reverse moves.
Play Dynetzzle Dynetzzle Feb. 02, 2014
I love how so many people compare I to Sudoku. It does indeed have a similar feel. Which is why am glad it is not longer. I feel that increased length would leave the player bored, unless more complexity was added. Perhaps that is only because I feel that most of the 'fun' of Sudoku is figuring out how to solve them, which dies after you have done a few. But it is a bit nice that it is simple, which in turn makes the length feel right.
Play Bitzy Blitz Bitzy Blitz Jan. 15, 2014
I liked my triple magnet mine launcher and gatling gun that spawned gatling turrets. It would have been nice to be able to redistribute the weapon upgrades. Much more useful than stat redistribution I think. Especially since I didn't know what upgrades would work well together.
Play L.I.F.E. L.I.F.E. Dec. 07, 2013
I like how very hard it is in this game to be poorly educated and have a crap job.
Play I Am Level v1.0 I Am Level v1.0 Sep. 09, 2013
If those pinball flippers didn't suck so much... Its an interesting game, but a bit frustrating.
Play Arcane Weapon Arcane Weapon Aug. 09, 2013
More of an animation example than a game...
Play Pixel Kingdom Pixel Kingdom May. 28, 2013
Meh... It looks nice, but doesn't do anything that hasn't been done before. Nor even does those things particularly well... >.>
Play no-one has to die. no-one has to die. Apr. 25, 2013
Interesting. I read and think about stuff like this all the time, so I'm going to have to point out a different thing I liked about this game. The music was superb.
Play FPS-MAN FPS-MAN Mar. 01, 2013
FPS means "first person shooter" There was no shooting. It wasn't a bad attempt, but because it was first person it was forced to be much slower paced than Pac-man. To make up for that vacuum it could have used a little "spice" somehow. Like perhaps having it in a three dimensional maze structured more like a house with upper and lower floors. And perhaps there could be a way of sensing Ghosts a certain distance away, like perhaps they create a chill that causes spaces within a few tiles, but not through walls, to get a freezing effect on them. The radar was very nice. It was good for what it was.
Play Icy Gifts 2 Icy Gifts 2 Dec. 19, 2012
So I see Santa used some of his magic to swim through electric, mine filled acid safely.
Play You Find Yourself In A Room You Find Yourself In A Room Jul. 20, 2012
So how did I continue typing with no hands?
Play Insidia Insidia Jun. 19, 2012
Higher jump, double jump... boring, but better than what I've made.
Play Reactance 2 Reactance 2 Jun. 14, 2012
Boss rush, with harder bosses? I'm out. The warp core can't be interesting enough to be worth enduring that. Definitely and awesome game. The weapon mods, similar to Ratechet and Clank: Deadlocked. It's such a cool system, I'm surprised it isn't used more.
Play The Aquatory The Aquatory Jun. 06, 2012
Visually it looks kind of neat, but somehow it was even less fun than a thing I saw that let you zoom in and out to see how big things were in comparison to other things... It was more tedious than anything, causing me to resort to spamming w and s to switch rapidly between all weapons firing them all without discretion, before becoming bored.
Play Box Life Box Life May. 14, 2012
Reminds me of many art games, intriguing for a minute, but then you realize it's very boring.
Play Utopian Mining Utopian Mining May. 09, 2012
I see it was inspired by Motherload. At first I thought quests would be a neat idea. But somehow they ended up making the game worse. I didn't want to mine the best ore I could reach, because I knew there would be a quest that wanted me get a bunch of them after I finished the one I was on. In Motherload, the speed you drilled would decrease the farther down you went, but the rewards would increase, so it gave the choice to risk extra time and fuel going deeper for valuable ore, or stay nearer the surface and sell lots of cheap ores. In this game, the heat and rock layers provided a limitation that felt artificial, and did not provide a fun or interesting choice. There was almost no sense of danger. No lava pockets to avoid, no fall damage, the batteries lasted huge amounts of time. The choices for what to spend your money on were very limited. All-in all, it wasn't a bad attempt, and I understand that making a game is very difficult, but it feels like it needs work. : /
Play Abobo's Big Adventure Abobo's Big Adventure Feb. 24, 2012
It was interesting. Especially recognizing most of the situations, even ones outside of the games (chocolate kisses in Zelda? My brother and I always thought so.) I was just a bit surprised by the gore and vomit. Not so much that it was in the game, but that there are no tags or anything saying it is there. Though the blood after that one part in Monster Party surprises me even now.
Play Adventure Story Adventure Story Feb. 17, 2012
Did I see pickachu, kirby, and meowth? Love your games.
Play Neo Circuit Neo Circuit Feb. 14, 2012
It was pretty good, but I can't find myself going through on harder difficulties. They don't seem like they add much.
Play Dragon Quest Dragon Quest Feb. 14, 2012
I grew up playing games like Metroid, so maybe I judge harshly when I say this, but it is extremely easy even for a kids game. A good practice in game design is to re-use elements, yet many things are utilized in two or fewer levels. To avoid constantly adding new aspects, you mix already introduced ones in interesting ways. The levers sure were re-used though. But jumping over a fire pit and pulling a lever does not constitute a puzzle. The physics label doesn't really mean much, as there's rarely enough elements interacting with each other for that to matter. All that said, making the skeletons unkillable with your sword opened potential to make interesting puzzles, if only it were better utilized.