Pyrewraith's Comments

Game comments and reviews

Magic an tactic

Apr. 02, 2012

21

The only randomness which has a place in games like this is what you draw from your deck. The other randomness just makes this frustrating and not worth playing.

Ink Battle

Mar. 31, 2012

1

Way too easy, each level finished without problem with a single strong armored special. Also for fast typists, frequently the first letter would be missing from a word for some reason.

Torvi Cube

Mar. 08, 2012

0

Whoops never mind, not sure what happened but I didn't see the popup upon completing a level the first time round. Interesting.

Torvi Cube

Mar. 08, 2012

-2

It really needs a way to move forward in levels without having to back out to the level selection screen. Apart from that; well done.

Fairway Solitaire

Mar. 06, 2012

10

A decent attempt to spruce up solitaire. Still has the same fatal flaw to it - it's way too dependent on luck rather than skill.

Circuit Bulbs

Feb. 05, 2012

0

Having to click 'start game' in between seeing the order and entering it is daft.

Extreme Typing

Feb. 03, 2012

2

After 45 words in minute rush there was a large gap without words in it and no key would keep the thing going, had 30 seconds left in the trial and could not continue.

Hordes of Hordes

Feb. 02, 2012

0

These really aren't 'fresh new ideas.' All this stuff is stuff which has been done before. That being said; it's not bad. It's just too slow.

Drop.

Jan. 06, 2012

-14

Neither a shadow for where a line was placed nor an ability to move a line makes this game way too much about just guessing. It'd be a solid 4/5 with either of those options, but without it's a 1/5.

The tutorial says 'at the start of each turn you have a chance to attack with creatures in play...' After many started turns with creatures in play I've never seen a chance to attack, or even how to trigger an attack. Might want to update with exactly HOW you attack.

FIVE

Dec. 24, 2011

1

Way too hard to see how things connect and where you need to be going to. Interesting idea, but needs some work on the execution - more contrast, more ease of seeing what lines up rather than things which look like they should but don't, more contextual clues as to where you still need to get to.

SHIFT 3

Dec. 20, 2011

7

The only problem I have with this is space being jump and up being to end level... It'd make much, much more intuitive sense to have movement controlled by the arrow keys, and ending the level be space.

Decent up until the first level with 5 cups each requiring one grain, and only 5 grains falling from the start point. That level killed the game, because the precision of the mouse is nowhere near adequate - impossible to make smooth enough lines to avoid the grains getting stuck in places without an annoying amount of effort required.

Bullet Audyssey

Nov. 30, 2011

3

This game clearly demonstrates an important lesson; the mouse is a vital too for PC input.

Wild Defense Web2.0

Nov. 21, 2011

1

This game absolutely cries out for tooltips.

Hanger 2

Oct. 18, 2011

1

It should be standard to have a mute function available in the menu. Apparent lack of one is keeping me from rating this higher.

Zombocalypse

Oct. 16, 2011

0

The only thing which really stands out as a big issue with this is that you cannot kill a fast zombie that gets up next to you if you have a minigun.

Dark Charger

Sep. 11, 2011

1

This would be much better without the annoying rebounds from the side of the screen.

Lemmings Returned

Sep. 11, 2011

3

This is not Lemmings. Lemmings was fun because of the problem-solving it required to use the special Lemmings to reach the goal. This is just dull.

Mothership Defender 2

May. 01, 2011

-1

One control method when you need to control both movement and aiming is terrible. There's a reason why wasd+mouse is the standard.