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Jan. 17, 2016
Mutation Guide: Name (Stat to trigger mutation) // // Gaurdians // Toru (Str) > Tortle (Atk/Str) > Kristle // Toru (HP) > Toruga (HP/Str) > Garuga * // Rog (HP) > Grolum (HP/Str) > Groking * // Rog (Str) > Rogul // Durg (Atk) > Durgo (HP/Atk) > Disturbo // // Combatants // Ziel (Str) > Carac (Atk/Str) > Carpace // Ziel (Agi) > Thundra (Atk/Agi) > Thundaga * // Seph (Agi) > Sydra (Atk/Agi) > Valindra // Seph (HP) > Syngard // Gargo (Atk) > Gargle (Atk/Int) > Gargole // // Mystics // Petal (Int) > Silkeaf (Atk/Int) > Jolkeaf * // Petal (Atk) > Vinedos // Stymph (Int) > Sylph (Atk/Int) > Stymphalin // Stymph (HP) > Szamora // Havok (Int) > Kavok (Int/Agi) > Kravall // // * endgame party suggestion
Mutation Guide: Name (Stat to trigger mutation) Gaurdians Toru (Str) > Tortle (Atk/Str) > Kristle Toru (HP) > Toruga (HP/Str) > Garuga * Rog (HP) > Grolum (HP/Str) > Groking * Rog (Str) > Rogul Durg (Atk) > Durgo (HP/Atk) > Disturbo Combatants Ziel (Str) > Carac (Atk/Str) > Carpace Ziel (Agi) > Thundra (Atk/Agi) > Thundaga * Seph (Agi) > Sydra (Atk/Agi) > Valindra Seph (HP) > Syngard Gargo (Atk) > Gargle (Atk/Int) > Gargole Mystics Petal (Int) > Silkeaf (Atk/Int) > Jolkeaf * Petal (Atk) > Vinedos Stymph (Int) > Sylph (Atk/Int) > Stymphalin Stymph (HP) > Szamora Havok (Int) > Kavok (Int/Agi) > Kravall * endgame party suggestion
Sep. 24, 2014
My inventory (the backpack icon) is now gone after getting the max Staff and Book upgrades. Was able to "fix" it by buying another first tier staff so then I got the achievement again and it showed. Should have the Achievement unlock/qualify if you own an item in bag OR if you have them equipped with an empty bag otherwise.
Jun. 30, 2014
Reset my game when I came on just now... back to the poo-mines? maybe a vacation/work release is in order... I hope the dev can fix/restore the lost data because I doubt people up in the Hellstones (even the lower ones) will want to start fresh again in the poo
Feb. 27, 2008
not balanced at all, do NOT rate this a 5 because you could beat it in one siting. A long list of what s neded to improve this game: 1. Upgrading only affects HP and DMG (No special skills) 2. After a "mission" you lose all progress 3. Doesn't save formations or even give you pre-sets to choose from 4. Unit movement is stupid, a fast mob standing behind a slow one won't try to pass even in an open field, just plod along behind 5. Only 12 lvls for Units (Can buy a New lvl 12 Pikeman for ~1200g) 6. Speaking of... a fll squad of Pikeman can walk through every level of this game, just keep buying and maxing out new one as you get money... will fill your field before you even need to try the "harder" boss-countries
Jan. 28, 2008
*BUG* I go to restart the level, and my turrets move from their location, up to the far upper-left corner of screen, nearly off-screen. All turrets stack on top of one another and fire from this position (bullets originate from there) even though health/reload bars remain on their respective platforms. Collision detection gets screwed up as well.
Jan. 23, 2008
Pause button... c'mon developers this is not a radical idea. At the very least put in a screen when showing your grade on that particular level, and then a "Next" button... instead of being locked into the whole game once you hit play at the start. 3/5 (cool concept, but I doubt it will hold most people's attention for more than 1 or 2 plays... and PAUSE button!)
Jan. 11, 2008
To what Lobster said... just start up hard with 3xHatchetmen, and then refresh the game untilyour opponent has no Fund Raisers/Healers with em... then they die in only a few turns, with little to no money needed on your end
Jan. 03, 2008
Put a *Pause* button/key into this game... no 5/5 without one... its a basic component of nearly every game.
Dec. 18, 2007
Awesome game, 4/5 but will be 5/5 I think soon if you keep developing it. A few points for improvement: Experience should be based on what you kill, not just how far you walk, there have been levels where I need only kill 1 mob to reach the exit and still grab a good deal of loot along the way. Perhaps the required # of kills to level would be like... 6 - 10 less than the level holds. So that a smart adventurer could just level up before encountering the boss if they were smart in clearing the level. Thus rewarding their diligence. In this same line of thought, you could allow players to move freely between floors to pick up those exp points they may have skipped over the first time through. A good RPG will greatly reward those who actually try to finish and kill everything, not just skip by and lvl up because they walk down some stairs
Dec. 17, 2007
The game is great if you happen to be lucky in your monster distribution and room orientation. But, the failure is that you are unable to regen health and power effectively... having to pass the last 5 rounds just to get back to a healthy status is ridiculous. Some type of end of battle regen bonus needs to be implemented
Nov. 22, 2007
Please stop suggesting "Port and Starboard"-shooting... thats idiotic for this game... by having it as up/down (even though theres only once in a blue moon when you'd need to shoot down) it auto-corrects itself for when you turn. The game is in the style of Invaders... enemies ALWAYS come down from the top progressing closer, and if you're a good shot, only a few few will actually get into close-combat with your ship. When turning, you don't want to have to have the player remember every time to switch his guns, in the middle of combat... it is FAR better to have it autorotate with your ship so you are always shooting in the general direction of your foes. Force the player to hit a "Swap sides" key every time they tried to turn (read: "hundreds of times a game") OR just swap the guns to "down" for the times when you're in close-combat and get another ship stuck below you (read: "three times in twelve levels)
Nov. 20, 2007
Not sayin its the most honorable answer.... but don't rant about it being impossible when the solution exists
If you feel like ripping your hair out and then pissing and moaning here... just search for the walkthrough... Google is your friend "3D Logic II Walkthrough"
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