Good game. A quest log would have been helpful but I really liked the variety and high drop rate of the loot. The classes are well-designed and, I must repeat myself because I am a loot-whore, that the drops are rather frequent and very good which is fun.
Fairly fun but poorly thought out game. The only unique aspect of this game (guiding fellow geese) quickly becomes impossible so the game degrades to a moderately unfair dodge-em-up. The achievements and upgrades were well done for said dodge-em-up aspect but didn't really help to protect your whole flock past the first or second ocean. Also, the "play 25 games" achievement was the last one I needed which is annoying.
Very nice game. Well-written and cute narrative which is lacking in most games today is a background for some pretty standard but fun asteroid-style shooting game. Only a few nits to be picked such as the fact that the shooty enemies are almost identical to another enemy which makes them hard to distinguish while concentrating on the well-being of your ship. Also, the Zero Fill (this games version of a clear-the-screen Bomb) takes a second or two to work and makes the screen white which makes it possible to impale yourself on some stray bullet. This game doesn't really get hard enough for those small annoyances to really become hair-pullingly frustrating so it's a really great game overall.
A fairly well crafted game with several questionable design choices. The mecha customization is deep enough to be interesting but not so cumbersome that it's a chore. The missions are okay but the time limits for a gold medal are very strict (and in at least one case undoable? maybe? on Goliant IV? who knows). The side missions are totally worthless; while they tell you how important some main objective is the actual ranking comes from how thoroughly you kill everything (it seems, I could be wrong). Overall this game is not a total waste of time but trying to finish it 100% is an exercise in frustration.
This seems like a really good and deep game but many of the mechanics aren't revealed at all. I'm about 10 missions into the campaign (no idea how many there are) and am clueless on where my bowman may or may not shoot, the effects of initiative and some other stats, and the duration and radii of the special skills that units get. It seems like a shame that a game this deep has no good guide and explanation of its internal workings (and if one exists I'd appreciate it if someone noted this on my profile). The only other criticism is that the damage system is way too random - 2d6 damage on a unit is good, 2d6 damage with chance for 2x damage critical strike is fine, but when the vast majority of attacks do 1 damage and the only thing that can kill units is a critical master attack that somehow does 100+ damage, well that's just bullshit. But that's clearly how the game is designed and so is not a flaw, just not ideal in my opinion.
Not bad but I think that this creative design would have had more charm if it took the player from a tron/pong type basic graphics of the old days through maybe sprites, polygons and finishing with some truly beautiful graphics to remind us how far gaming has come. As it stands we go from simple to some spiky crap to some orange blobs behind a smear of 'clouds' that do nothing but obscure the coins. Great idea but all the graphical updates were pretty bad.
I didn't even notice the goblin when I beat Cave 5 the first time. The clusterf*ck of my cannons, archers, mermaids, and yeti fists kept him afloat and/or stunned the entire time that it took to pound their castle t dust - didn't even attack once. I played Cave 4 very cautiously: a randomly selected demon or dragon is generated at when you first start attacking and 75%, 50%, and 25% health of the castle. I did a full retreat each time, cleared the battle field with phoenix, and destroyed the demon/dragon before hitting the castle some more.
I'm usually so ready to jump on the hatred bangwagon but this game does so many things right. Despite a few bugs and the fact that I'm not getting the checkmark for Westone's story (only his, after 3 tries!) this game still deserves 5 stars. Firstly, the shadow of the move that's about to happen is the best thing to happen to fighting games since the quarter circle. It allows interesting character design with cool moves without giving a headache to anyone trying to figure out what move is coming. Like Bible Fight, some moves are slightly broken but the AI doesn't abuse them NEARLY as much so it's cool. Also, call me a girl if you must, but I thought the story was well interesting and well told with great characters (she's a cleaner... get it? --- http://en.wikipedia.org/wiki/Cleaner_(crime) --- ). Both these concepts fly in the face of most fighting games that force you to memorize every frame of every character's animations and are held together by snot instead of plot.
This game, like Amorphous+, was clearly designed by someone who understood how to make a good flash game. It is fun, and has a well-defined end - all the badges. I don't understand why Greg has to wipe his butt with games like this by sticking on "Don't get hit" achievements. They simply aren't fun. I am not against impossible achievements per se - the Obular one was pretty hard and kind of fun. But the "Play Perfectly for like 20 minutes" badges are worse than going to work.
I got 11615 (killed myself after noticed that I got badge). This is only thanks to the MASSIVE slowdown that this game caused and the fact that it randomly decided to absolutely, positively DROWN me in pills that time. This is an awful game with poor programming and worse design and the badge was only granted to it to demonstrate that the internet still hates its users.
Great idea though not super original. Appropriate difficulty to make you appreciate the engine and idea whereas this could have been painfully frustrating.
This is a flash game, not Ninja Gaiden - way too hard. If you want to make something like Ninja Gaiden give the player good controls instead of this slippery bowl of crap design.
Maximum weapon level isn't high enough and the last boss is way easier than some previous ones. The thing that makes this game so easy is that bullets have to hit you right on the nose to register (or right in the center of the ship in this case) whereas in many games of this type they have to come within some 3 pixels of your outline to damage you. Not a bad thing, not at all, but something that can be easily adjusted to make game harder.