phooltk's Comments

Game comments and reviews

SAS: Zombie Assault

Jan. 22, 2009

0

I think a type of enemy that shows up on the map as white stops you repairing barricades they reach? Game is pretty well done, doesn't stand out tho.

Doing hardcore only, currently level 22. If the last weapon turns out to be OP and makes me redo everything for a respectable score I'll be annoyed... scoring system kinda weak anyway though tbh. Infinites = bad.

First impressions are pretty good. Staying mostly on the bottom seems like a stronger tactic than it should be in the first levels I've reached so far.

Grid

Jan. 21, 2009

0

the graphics are nice for about 10 seconds, then for another 10 seconds the animations are annoyingly slow. After that, I've stopped playing. zzz... seen the same stuff done before with more appropriate focus on gameplay>visual bullshit.

Parasite X

Jan. 18, 2009

1

'impossible' is easy =/

(+) Argent Burst

Jan. 18, 2009

-2

Way easy, just spamclick.

Magnet towers

Jan. 17, 2009

0

and no restart?

Magnet towers

Jan. 17, 2009

0

Could use a little development of the basic concept, good game anyway.

Sling

Jan. 15, 2009

0

Good but generally too easy, you can just repeat the same 2 move tactic for all except the last 2, where you switch to a 3 move tactic. The AI needs to shake things up a bit.

Jeez would everything stop fidgeting?

Scriball

Jan. 15, 2009

0

http://www.thegamehomepage.com/play/scriball/im-painfully-hard-and-waiting-baby/apaaabcbgbgjhjijikilkmlmmmknlnmnonkolomokplpmpnpopppqp~1babbdbebfbbcdcfcbdddfdbecedefeiejekeffifkffgigkgahbhchfhghhhihkhmhnhohcikimioicjdjejkjmjojekkklkmkokqkalelflglolqlambmgmomqmanbncngnhninpnqnaobocodoiobpcpdpepip~2acccecgcadcdedgdhdidjdkdldaeeegeheleafbfcfdfefgfhfjflfagbgcgdgeggghgjglgmgngogpgdhehjhlhphaibidieifigihiiijilinipiajbjfjjjljnjpjqjakbkckdkfkgkhkjknkpkblcldlhljlklllmlnlplcmdmemfmhmimjmnmpmdnenfnjnnneofogohojonooopoqofpgphpjp/

Scriball

Jan. 15, 2009

0

This would be very addictive if you didn't have to play every level in a row to compete for times, i.e. do what Pyro and Maze Stopper 2 do to take 2 recent examples.

40 Keys

Jan. 12, 2009

0

Clever, ultimately I don't feel like it's worth getting used to the unique controls though. Perhaps a training mode, an alternative background with an appropriately warped image representing a keyboard would be a good addition.

Aquanum

Jan. 10, 2009

0

Too easy. Shield far too common.

Dodge

Jan. 09, 2009

0

1.2mill first go. Ultimately lacks orb avoidance's addictive nature but soon differentiates itself as a decent game in its own right.

Chrome Wars

Jan. 09, 2009

0

Terribly balanced, terribly simple, far too easy.

Wrap Attack

Jan. 09, 2009

-3

If this was hard it could be great.

Castle Clout 3.0

Jan. 07, 2009

0

3/5 game which deserves to be made into a 5/5 game.

Neonium

Jan. 06, 2009

0

A halfhearted effort to add textual story to the game would provide a framework for warning players of surprises like level 25 and 28, and therefore allow more such 'surprises' - read, some actual variety - to be reasonably added as they can be planned for. Granting players the different weapons for free every few levels and decreasing reload time, with more focus on some weapons being better for some enemies, would add some much needed depth to the game.

Neonium

Jan. 06, 2009

0

eh, sniper's actually good for stars too, just need to pump ap a bit higher. AP more important than damage multiplier past around x5 damage mostly. Combine that with the negligible impact of very early game to score (uncapped score multiplier should never have been added, bosses can be farmed indefinitely) which can be milked for more multiplier with other weapons and sniper's pretty much the best way to go through the game... shame that about 30 of the 40 levels are basically repetitive game length padding and can be snipered through without more than 2 enemies ever being on the screen.