the_earth_adept's Comments

Game Comments
Play Valthirian Arc 2 Valthirian Arc 2 Apr. 28, 2014
I love how almost every character looks cross-eyed, not weird at all.
Play Dojo of Death Dojo of Death Jan. 21, 2014
if the attack swings weren't random then this would be a solid game.
Play Pause Ahead Pause Ahead Nov. 21, 2013
Also: going to point something out to people: this isn't a unique concept, using the pause function as a core gameplay element has been done before. Many times in fact.
Play Pause Ahead Pause Ahead Nov. 21, 2013
Major sound glitch: when you die on a spike and run out of time at the same time then the sound glitches out and gets super loud and sounds like horrendous static.
Play Pause Ahead Pause Ahead Nov. 21, 2013
I really don't like how the speed involuntarily increases and decreases. If we want it to go fast then let us control it. Taking control away from the player is the worst thing you can do in a game.
Play Dungeons of Kong Dungeons of Kong Nov. 07, 2013
I think revived heroes need to be able to move because I had a moment where I was in a complete stalemate with the final boss because my last character was blocked by a chest and a dead ally and they couldn't stay alive long enough to move or attack.
Play Dungeons of Kong Dungeons of Kong Nov. 07, 2013
Please tell Jim to stop dying :'( makes me sad every time he does.
Play Swords & Potions 2 Swords & Potions 2 Sep. 12, 2013
This really could use a patch some time in the near future.
Play simian.interface simian.interface Aug. 18, 2013
It happens way too often and it just stops all gameplay and forces you to restart an entire section. 1/5 until it gets fixed, that's a glaring issue.
Play simian.interface simian.interface Aug. 18, 2013
Gamebreaker: if you go just a bit to far with unfocusing then the controls will lock up and you have to restart, I've had levels start out that way too.
Play One Step Back One Step Back Aug. 16, 2013
Also: the mute button is missing, that's kind of a big thing
Play One Step Back One Step Back Aug. 16, 2013
I have one major gripe about this: there needs to be a way to go back and redo a level over again. The hourglass room is really hard to finish again if you have it set up in a way where you cannot catch your reflection before another one gets out. It's really frustrating to get all the way there and realize that you can't replay the stage to help set up an easier method. It shoots this game in the kneecap which is a shame because I liked the concept. The execution was just not nearly as good as I would have loved to have seen.
Play Outernauts Outernauts Jun. 01, 2013
There really needs to be an easier way to increase your party size. When it gets later down the line it gets borderline impossible to fight off 3v3's when the enemy has 2-3 monsters each, especially since there's no way to plan ahead and the damage in the game is ridiculous. It doesn't help when those groups of 3 all have pretty balanced types of monsters as well.
Play Outernauts Outernauts May. 07, 2013
The quests really need to be retroactive. It's really frustrating to go to a planet and then capture a monster that they ask you to capture 10 minutes later and suddenly you need to get another one. It's not difficult, it's just boring and not even that much fun when it happens.
Play Give Up Give Up Apr. 02, 2013
It really doesn't help that you're already pressed for time because of annoyingly placed lasers but to add in the fact that they can shoot through walls just makes it frustrating, not challenging. 2/5
Play Give Up Give Up Apr. 02, 2013
If there's one thing I think is a major artificial difficulty it's the fact that the invisible walls are passable by the other obstacles. It's not fair if we can't but they can. It's already an added difficulty but it's cheap to let them cut through walls.
Play JumpingLine JumpingLine Aug. 25, 2012
Another thing: advertising for your game? How about not making the game 30 minutes long and annoyingly difficult so more people don't get bored and stop caring?
Play JumpingLine JumpingLine Aug. 25, 2012
I'm actually not going to lie, kind of dragged on a little too long for a minimalistic game. They usually don't take longer than 10 minutes but taking 20+ minutes for just moving the mouse? Just lasts too long for such a simple game.
Play Super Adventure Pals Super Adventure Pals Aug. 11, 2012
The giraffe propeller ability also lowers you slightly, not sure why that needs to happen but it's also something that leads to a lot of unnecessary deaths. Combine that with the inability to see exactly where you're landing and some really lame level layouts that don't work with such sticky walls and it makes the game less fun than it could be.
Play Super Adventure Pals Super Adventure Pals Aug. 11, 2012
The inability to see your feet leads to a lot of stupid and unneeded deaths. Your axe isn't where your feet land because it's twice as wide. It's an issue that probably shouldn't have come up and how willing your character is to stick to walls. If those 2 things were fixed then this would be one of my new favorite games. It just has a few issues that suck a lot.