Picklegnome's Comments

Game comments and reviews

Doodle God

Jun. 24, 2010

-2

LIST HERE: http://goo.gl/s27x

ClueSweeper

Mar. 18, 2010

0

merlinsorca, you're wrong. The term "red herring" has been around a lot longer than RedHerringLabs.

Pixel

Jul. 26, 2009

0

Oh, wow. I get exponentially *more life* as the game goes on. That makes so much sense.

Bunni: How we first met

Jul. 18, 2009

0

The micromanagement involved in this game is way to demanding.

MoneySeize

Jul. 15, 2009

0

bewd22: Press shift twice. Everyone else: Suck it up. It's a hard game, and it's got some *excellent* level design. If you don't like it, go away. Oh, and this and GemCraft Chapter Zero should have badges worth 120 points. Impossible doesn't do it justice.

Pinch Hitter 2

Jul. 12, 2009

0

It's not so much that the game is hard, as that the pitches all come in in the top third of the strike zone. That effectively cuts one's ability to hit in half, which is no fun for a game that's just for hitting.

Starcom

Jun. 11, 2009

0

I disagree with FatalFox; the controls are okay. The problem is always having to return to the starbase. Once you've neutralized a system, you should be able to create an outpost there, at the very least.

me and the key

Apr. 12, 2009

0

Was it your intention to create the most mindless possible minigames to complete? I'm with Evi1M4chine - this just sucks, period. If you can't make a real game (read: come up with something creative, rather than a tired collection of minigames that have all been done millions of times) then at least make the minigames challenge our intellect. Hiding the key in the last possible place each time isn't the right answer - making us solve a legitimate puzzle is.

Castle Clout 3.0

Jan. 07, 2009

0

Uh... trebuchets don't have more than one release. The sling slips off the peg by force, not by mechanism.

Tactical Assassin 2

May. 20, 2008

0

If it won't let you shoot, try switching guns.