This is a nice game, easy to get into. Some things are a bit odd, like the fact that a super-tough monster is much easier to deal with if it is with companions than if it is alone, due to the way enemies rotate their attacks. Also, it's a bit frustrating that objects have to be left behind if you don't have room to pick them up, but you can't go back to pick them up later. Also, time appears to be treated as an important factor (several companions have time-saving advantages) but there doesn't appear to be any downside to letting time pass. In fact, the more actions you can do in a day, the more dangerous it is.
Uninteresting point and click escape game. I don't even get the impression the makers liked it much. Just a paint by numbers, no real sense to it, puzzle.
The story wasn't my cup of tea, but I have to admit, it's a pretty tightly put together point and click game. Not too imaginative, but of pretty high quality nonetheless.
Still, I gotta say...when you want to cut the door down at the end, the message to tell you that isn't the proper solution is "Violence is not the answer." Seriously? SERIOUSLY?
Very lazily done escape game. Some effort was put into it, but some of the puzzles are just click-fests with no real meaning. And some stuff is a bit eyerolling as far as solutions. There isn't any obvious reason why a key is needed to walk down an open corridor, nor why water is needed on a glowing red key to open a door. It's obvious you have to use it, because its your last item, but seriously... puzzles need to make sense.
I found the game fun, though pretty easy. Upgrades were nice, but there were a heck of a lot of them for what is actually a pretty simple game. Feels like they should be attached to a more complex RPG.
I want to acknowledge this game's design effort. But really, there is very little original here. Furthermore, the copying is often needless and badly done: other games of this ilk increase the field of view as the rocket gains speed. Here, the field of view increases as the rocket gains altitude...so if you are moving fast to begin with, which you eventually will, the view starts very narrow, and things will appear before you have time to avoid them. What is the point in that, except to badly mimic other games' mechanics? And so much needless duplication! Hull upgrade /and/ damage reduction? And fuel capacity alongside /two/ seperate upgrades that reduce fuel consumption? Money for 1) height 2) passing height landmarks and 3) achievements for passing height landmarks. Even duration is essentially a height bonus. None of this adds any depth to the game, it just makes the strategy murky. 3/5
An interesting visual look, but not really a game yet. Bare minimums that are missing: sound, animation for the characters that are shot, the necessity to aim, and...well, any gameplay whatsoever. Even considering all that, it seems to have an infinite health bug. This was submitted way too early in its design.
Very nice game. I like the feel and the art direction. The only useful comment I can think of is that it could benefit by having a way of re-checking important dialogue that one has discovered, in case you get lost. Being able to talk to people a second time would help with this. But still, 5/5
An okay game. There isn't much strategy to it, and because you can upgrade almost ad infinitum, it really becomes just a question of buying enough upgrades to pass the next level. One serious problem it does have is vague and misleading explanations for its upgrades. The flamethrowers promise to "hit anything within range", when in fact they hit anything within their ARC, not range. The range limitation is actually a disadvantage of the gun. Lasers do not function as expected, and DO hit anything within range. Lastly, I don't really see the point in giving a powerup that "calls for reinforcements" without making clear that those reinforcements are for the ENEMY and not you. That's a taunt, not a reinforcement, and putting it in the middle of real powerups that are useful is just asking for someone to hit the wrong key and screw themselves over. Also, as has been mentioned a lot, the levels are too long. It becomes a real slog.
Very nice, fun game. The gameplay itself doesn't need much in the way of tweaking, however I think there is a serious flaw in upgrades being tied to the difficulty level, especially with regard to achievements. Browsing the comments, nearly all the strategies involve actually avoiding gaining experience, which is both counterintuitive and against what appears to be the core gameplay. But when trying it out, it really did seem to work. Essentially, picking up pixels, and gaining levels (not the mention the two skills involved in speeding up level gaining) are supposed to be good things, but are in fact very bad things. It shouldn't be this way. I can't think of a good way of fixing it; putting in arbitrary level bumps would interrupt the flow of the continuous fighting, which I think is one of the game's selling points.
Very nice idea. I really liked the new take on point and click adventures. It had a few flaws, like how combining things to find new locations was sometimes a bit unnecessary (I found out the last location well before it "opened" up for me). But none of them were a real dealbreaker. 5/5 Hope you guys refine this idea in even more games!
Great game, would get a 5/5. But the secret note...good god, that's not hidden, that's insanity. I played through a second time just to see what attracted the guy in the walkthrough to it. It is WAY out of scale with the difficulty of noticing stuff in the rest of the game. At least make the thing it points to discoverable some other way! The rest of the puzzles were really well thought out, but getting stuck for ages only to find out I'd never have found it in a million years really puts a crimp on the whole affair. 4/5.
Das654 is credited for the badge of noticing that Poetic End is an anagram of Deception and Depict One. But that's actually in the game! He didn't make it up. :/
Nicely arranged graphically, but the solution to the first safe code is pretty silly. I got all the components together, but without the walkthrough, I'd have never figured it out. Colons don't usually mean that, and the painting is kind of an obnoxious un-clue. Still, I liked the orange stuff.
Very nice! 5/5 A hint to some: sometimes you need to drag and not just click. Some things which seem complicated are much easier than they seem because of this.