phooltk's Comments

Game comments and reviews

0

MGM is easily the most fun for me, but MGM survival is far far too easy. I played for an hour accumulating about 9k xp without losing even half my 15 lives and it wasn't getting any harder. The disc and artillery have grown on me, the gun is just too simplistic though.

0

overall I guess I prefer the mmm2 weapon type to any of the new ones.

0

I wasn't expecting mmm3 to leave beta so quickly, nevermind make it to kong. Some of the new weapon types I like, others not so much. New levelup UI rather busy.

Clubby The Seal

Sep. 10, 2008

0

nice juxtaposition of cuteness and excessive gore, weak combat system. All Edmund's games look great, gish-style.

Viviparous Dumpling

Sep. 10, 2008

0

most thematically weird game ever?

the last scene can be a little buggy.

The Necronomicon

Sep. 09, 2008

0

undeserving of a hard, nevermind impossible.

Aether

Sep. 09, 2008

0

Looks gorgeous and is pretty fun to play just swinging around even if I have no clue what I'm 'supposed' to do. In a puzzle game you've got to set some baseline understanding of the game universe - not controls - in players before releasing them into the game universe especially when it's as cryptic as this one.

Ultimate Defense 2

Sep. 06, 2008

0

so many 'features' that violate all principles of good game design. The digging for treasure is possible the stupidest addition to a game I've ever seen. What a waste of good graphics. Smooth but glitchy. Very poor difficulty scaling.

Maze Stopper 2

Sep. 06, 2008

0

and API, of course, which would do a lot for the more competitive target orientated players among us *cough*

Maze Stopper 2

Sep. 06, 2008

0

Only suggestion I have is making everyone move in far larger increments (pause... move XX pixels... repeat instead of constantly moving) to remove the skill from the timing element, which only detracts from the far more engaging puzzle element.

Maze Stopper 2

Sep. 06, 2008

-1

very high replay value, excellent game.

Battalion: Nemesis

Sep. 06, 2008

0

saving is really unreliable in this game.

Battalion: Nemesis

Sep. 04, 2008

0

lost save info. level 3 on hard seems, uh, very hard. though after that they're pretty easy again.

Vector Runner

Sep. 04, 2008

0

the invincibility bar is too out the way

Arachnophilia

Aug. 27, 2008

0

API isn't working for me for whatever reason, my connection appears solid.

Arachnophilia

Aug. 27, 2008

0

It seems to be better to maintain a web on only half the playing area by the time you get to queen bees or so and let the rest escape, and hope for the best when the bat arrives.

Shooting Star

Aug. 26, 2008

0

Going near the edges on adrenaline mode, with no warning of next wave, is too dangerous, though many score bonuses end up there. Explosion animation could use shortening on adrenaline as well, it's a bit frenetic to have to wait and see if a mine is hidden under a fireball. I think the unintuitive automatic firing system is holding the game back, though it's better than neon wars' approach, you rarely can afford to aim just try to be as close as possible to as many enemies as is safely possible. 4/5, just cos i'm a sucker for the genre.

Helicopter Attack 3

Aug. 26, 2008

0

such a classic game. Scoring is open to abuse though, thanks to being able to repeatedly kill (harmless)ground enemies ad nauseam.

Hexiom Connect

Aug. 26, 2008

0

making badges on the assumption a walkthru will b used ftl. supposedly greg's policy is to wait until peeps so he has a decent idea of difficulty... not this time, no-one had >38 and there was only ~2 with a random x4 in under 300 secs. 'but why bother every1 will cheat anyway'... so give the hard for a 4 or 5x random exclusively?