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Game comments and reviews
Oct. 23, 2009
I've tried merging a jade and a brass twice, but both times, I got jade (at one rank up). Has anyone managed to merge jade/brass and get a brass out of it?
Oct. 21, 2009
I love the win condition at 50%. Once victory is inevitable, why bother playing through to the bloody, mind-numbing finish?
Oct. 20, 2009
Poor choice of music; it emphasizes the emptiness of space, and therefore how little is going on. A more up-tempo piece of music would make it more exciting.
Oct. 16, 2009
Three features I'd like: 1) Ability to "blast" at a lower power---makes steering a flyer much easier. 2) change the zoom on the main screen, so I can see where I'm going. 3) change the zoom on the mini-map, so I can see where I'm going. Otherwise, a great game---just frustrating because the steering is iffy and you can't see where you're going.
Oct. 08, 2009
Aha! Found it! To get cards, you apparently have to win with GOOD, BAD, and REGULAR. Each different win will give you different cards. So if you get a GOOD the first time, then yes, you must go back and then play badly to get all of the cards. *facepalm*
Oct. 02, 2009
The game is too large; I'm not clear whether I'm supposed to be diving down to get to the bottom level, or clearing out each level. Each individual map-room is almost large enough to be a level, and the fact that zombies re-spawn makes clearing each level a major time-sink.
Aug. 21, 2009
For best results, bridge games should have a grid to snap joints to. Please, PLEASE don't make me pixel-hunt.
May. 04, 2009
One major reason why people are complaining about damage is that it a) is nowhere NEAR what's listed for the unit, and b) there's no explanation. The messages window at the bottom scrolls too fast, and you can't scroll up to see what was said. (The solution here is to make that window scrollable, NOT to print messages slower.)
Apr. 30, 2009
So.... it's mindlessly easy to avoid enemies, and therefore the solution is to force the player to kill them before they're allowed to advance? Not a bad implementation, but that advancement requirement feels like a tacked-on gimmick.
Apr. 13, 2009
A most excellent game with a handful of annoying design flaws. Please, make *better* bosses, not *higher-HP* bosses. If designing a decent boss AI is too hard, then just make it invulnerable for part of the time or something; giving a boss 20,000HP just makes the boss BORING.
Apr. 07, 2009
What's the difference between Normal and Heavy damage? It'd be nice to see an in-depth description somewhere.
Mar. 16, 2009
The shop menus are really unpolished (4 pages per item type, regardless of how few items there are? You can waste money by buying guns twice?). It's also fairly trivial to get whatever weapon you like by about day 3 or 4 of the first level, which leaves little for you to strive for. The cartoony graphics are neat, but the repetitiveness of the levels ("you must do the same level 4 times... because I said so.") detracts from it. In short, there are better games than this, but this isn't bad. 4/5.
Mar. 13, 2009
The physics simulation is neat, but it seems like the author couldn't figure out enough of a *game* to go with it. Play is slow, and errors are more common due to simple neglect than due to real difficulty. The biggest challenge is the enormous attraction radius of your controller, which means that the hardest thing is the interface. And, really, I should not be trying to beat a game, not wrestle with its interface.
Feb. 20, 2009
Fun game! I just wish it were longer.
Similar to Amorphous+, but without as much replay value or emergent behavior. 4/5 for still being a solid mindless action game, though.
Feb. 05, 2009
Very creative concept.
Jan. 23, 2009
Once is funny. Twice is not.
Not a long game, but a beautiful and creative variant on the traditional shoot-'em-up. 5/5.
Reducing the moment of inertia of your character might make it a little easier to control. Right now, hitting a wall while spinning fast can send you careening all over the place. The reduced moment of inertia would also reflect the appearance of your character: a heavy, non-rotating person spinning a lightweight bubble. If you used a uniform sphere (or disc) to compute your moment of inertia, it isn't quite accurate to the character.
Uninspired. I've seen much, much better helicopter-rescue games. Also, you move quite slowly, which in turn makes the game too easy and too boring. The graphics are reasonably respectable, but the gameplay is lacking.
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