phooltk's Comments

Game comments and reviews

The Epilepsy Game

Jun. 05, 2008

0

Good but needs a speed incentive. A couple of ways to do this would be to have the game end and take your score after X seconds (it stops getting more disorientating pretty early anyway) or give the player Y lives and knock off a life every time they go Z seconds without collecting another star.

Professor Fizzwizzle

Jun. 05, 2008

0

seems like the tutorial takes up the entire game. Introduce a couple of new concepts, let the player explore the use of them for a few levels, then add a couple more, maybe focus on the new ones, then combine everything together. Repeat.

Photobox-Land

Jun. 05, 2008

0

@above, ice creams is a word, ice cream has 2 meanings (1 is used like sorbet, the other like lolly/lollies) and the plural of the latter uses an s. 4/5 for the game

Hazard

Jun. 05, 2008

0

I like the whole jumping mechanism, not original per se but still a quite unique implementation, game doesn't have much else going for it tho 3/5

Planet Smash

Jun. 05, 2008

0

-2 levels of current fire type on death would be my suggestion.

Planet Smash

Jun. 05, 2008

0

overall good, a lot of nostalgia here for me, but losing all powerups on death is really bad design. Making the game so unforgivable, when it takes a while to get interesting as it is, kills replay. Also I can't get mute to work? 4/5

Polinko

Jun. 03, 2008

0

easily exploitable via repeated targeting of the free ball... and even if you miss, you get as many more chances as you want. 2/5

0

changed to 2/5 on the basis it is possible to have fun with this game, but in doing so the score loses any meaning. link to pic of glitch (yes that's 2k+balls up there):http://img168.imageshack.us/my.php?image=2359dd1.png

0

1/5, so easily exploitable =/ desperately needs a non static and preferably randomised environment, could be good.

Enigma

Jun. 02, 2008

0

or tbh if the environment switched instead of you that would be ideal. I 4/5d it.

Enigma

Jun. 02, 2008

0

pretty good. It's quite hard to tell exactly where you'll end up when switching grav 90 degrees tho and imo locking up to jump and right to forward is less confusing than locking them to their respective directions. it says aasd not wasd btw.

Nano War

Jun. 02, 2008

0

API (time taken) please!

Nano War

Jun. 02, 2008

0

level 11 is about not going for greys and seizing new greens early... like all levels. This game's improved a lot since the original version, a little shallow but still favourited.

The Last Canopy

Jun. 01, 2008

0

scratch that, forgot i was playing on normal.

The Last Canopy

Jun. 01, 2008

0

good, but a slow start for a veteran of the genre.

Hungry Blocks

Jun. 01, 2008

0

easy, very

Grid Line

May. 31, 2008

0

scoring based on time not moves in this type of game is pretty stupid. The other game on kong with the same premise is better imo.

Dungeon Defender

May. 30, 2008

0

I also lol @ stealing comments. Great game, really challenging on hard. spike trap tree is ftw

Bubbles 2

May. 30, 2008

0

Noir graphics are way nicer imo, be nice to be able to turn them on full time. Got just under 3k 2nd go, absurdly easy badge.

Ragdoll Invaders

May. 28, 2008

0

oh, and hold space to fire? make it toggle fire instead...