PotatoEngineer's Comments

Game comments and reviews

Fly Away Rabbit

Mar. 31, 2010

0

It's nicely put together, but like many physics games, it's hard to tell what clicking here NOW will do, say, eighty frames from now, as everything bounces randomly. Having an ultra-light rabbit doesn't help much, either, because the lightest touch will send you flying across the screen.

SteamBirds

Mar. 19, 2010

0

Tactics for 1948: spend about 10 or so turns just charging forward. This will separate the Bombino from the Darts and Turtle. Beyond that... be careful? I believe one of my first moves was to do a U-turn on one plane to kill one Dart, and then set the second plane up for a gas run on the other Dart.

SteamBirds

Mar. 19, 2010

0

A beautiful implementation of Wings of War, with some really nice extensions and additions. I'm stuck at 1949---balloons have a huge firing arc, it seems, and I don't have enough planes even to divide & conquer them.

ClueSweeper

Mar. 11, 2010

1

A minor balance issue: you earn more money by using all of your time than you earn with the early-solve bonus. Since it's easy to eliminate some squares, and clues give from 5 to 25 dollars, searching for clues is going to generate more than the $3/square you're assuming with the time bonus.

Valthirian Arc

Mar. 09, 2010

0

I believe there's a memory leak somewhere in this game. I left it running overnight on the main (manage students) screen, and now it runs hideously slow. Are you re-allocating the music every time it ends?

Valthirian Arc

Mar. 08, 2010

0

Arrrrgh. Every now and then, the rest of the party forgets they're in danger, and stop attacking the enemies, leaving me to wonder why only one character is pulling their weight. ...and yes, I haven't told them to sit still or anything.

Robot wants kitty

Mar. 08, 2010

0

In this game, you are robot (#). Your job is to find kitten. This task is complicated by the existence of various things which are not kitten. Robot must touch items to determine if they are kitten or not. The game ends with robotfindskitten.

BigTree Defense

Mar. 02, 2010

0

On further playing, the "branch LOTZ" strategy is still better than upgrading any particular cannon, but in later levels, you'll use different cannons; you end up with money faster than you can spend it, so you're better off buying the level-1 Super Giganto-Cannons rather than the level-1 Pea-Shooters.

BigTree Defense

Mar. 02, 2010

0

I stand corrected: the "add lots of branches" strategy works GREAT for the first act, but not for the second act, where branching costs much, much more per joint!

BigTree Defense

Mar. 02, 2010

0

@Irasfel, I've had decent luck with just making masses of cannons; the nut cannons seem like slightly better buys than the fruit cannons. Make a large (very branched; nicely fractal!) tree with lots of small cannons, rather than a few large cannons. In my experience (lv 3, take my advice with a grain of salt), the upgrading prices are FAR more expensive, in terms of DPS, than just making more guns.

Terrascape

Feb. 23, 2010

0

This game is really annoying; falling off of the screen is instadeath (and it's REALLY easy to fall, and enemies can knock you off pretty easily), and the game doesn't scroll gracefully, so it's impossible to tell the difference between a hole that kills you and the hole that leads to the rest of the level.

Straw Hat Samurai 2

Feb. 12, 2010

0

The addition of the fire arrows has turned this game from a fun, free-form slashy game into "why am I constantly taking damage?" It seems that the screen occasionally flashes red for no obviously good reason. (Are there some hidden spikes that I was supposed to notice, or something?)

Raider: Episode 2

Feb. 11, 2010

2

I had pretty good results with mapping the up key to both jump and climb/talk. The vine-jumping gets a little hairy, but otherwise, it works better because I've had a lot more practice with the up-is-jump layout. (Note to game developers out there: if you're going to use a non-standard key mapping, it had better be the best thing since the microchip. This game is, I admit, rather nice, but it doesn't justify having to re-learn a new control scheme.)

When The Plague Came

Feb. 11, 2010

0

The shotgun is a terrible weapon for taking down flyers; the spread is so bad that you have around a 60% chance of hitting a flyer with even ONE shell. Why is it the achievement-gaining and "best" anti-flyer weapon?

Huje Adventure

Feb. 05, 2010

0

The flowers are a terrible idea; if you get hit by one of the burrs, then you probably can't finish the level, AND you don't find this out until later. It's a long feedback cycle, and highly annoying.

Ninja Ball

Jan. 21, 2010

1

Ah, this recreates the good old fun of rollicking around with the ninja rope in a game of Worms! Wheeee!

Mechanism 2

Nov. 17, 2009

0

The levels are quite hard---quite a number of them, even on the easy path, require either split-second timing or the ability to read the developer's mind.

Battalion: Ghosts

Nov. 13, 2009

0

To those who want a harder AI: it is very hard to write an intelligent AI. It's not too hard to write a decent one, but something on par with a skilled human is tough. It's much easier to just tweak stats than to write a better AI.

The Last Village

Nov. 06, 2009

0

By about day 20 or 30, once you've worked out that "people running past the enemy == monstrous amounts of cash", the game is just plain broken. Your production centers make a pittance compared to the cash coming in through combat, and you can't buy more than 5 of anything at a time, so it takes an eternity of pointless clicking to convert your money into items. Then, since you have so much money, you just plain Win. Nice concept, but somebody didn't crunch the numbers when it came to balance.

0

Designating squads is nearly worthless. You can't reassign a squad once it's been assigned, and random squad numbers (usually #2, sometimes 3 and 4) will select buildings instead.