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Game comments and reviews
Jul. 19, 2012
I'm no lover of Zynga, but the look and feel in the first 5 minutes is a rip off of pioneer trail. Which makes me have no interest in playing it.
Jul. 05, 2012
Very fun, only frustration for me was getting the vehicle stuck, after dieing I'd be back in it past the obstacle.
Jun. 29, 2012
Other than it taking me a while to understand why my bow was missing, I thought the game was pretty intuitive and fun. I don't see a lot of replay value, but I also wanted to comment that I liked the style of the art.
May. 07, 2012
The final upgrades are overpowered and take the challenge out of the game. Need a quicker return to the surface option. I got the core before several of the other missions. Reasonably fun while it lasted and nice pixel graphics.
Apr. 10, 2012
Best game since balloon invasion, and much better grinding model. :)
Apr. 09, 2012
Nothing new here, more annoying that difficult or challenging.
Feb. 27, 2012
So far, not much gameplay. It's a building sim with the very real risk of being blocked from doing much if farmed for all your gold by a more powerful player. One giveaway to me that this is a weak multiplayer game is that the history is lost when switching between alliance chat and global chat.
Feb. 20, 2012
OK, 'z' is for run. Not sure how I got that mixed up suddenly.
I've hit a very odd bug, I was on level 13, and after killing the boss, and being spotted, I hid around a crate with low 'power' and hit 'z'. my shadow faded, but my player stayed dark black. Sure enough my 'power' returned and next time I hit 'z' I was seen and shot. Next try the effect remains, even after restarting the game, and restarting the browser it remains, so I'm wondering if something has stayed in the save game file? Seems unlikely, but I don't seem be be able to hide any more with that save game.
Feb. 03, 2012
I can't say much for the first impression. The ship didn't seem to respond well to clicks and I was clicking and double clicking on cryonite about 10 times to collect it. I'm not rating the game, but I don't feel inspired to play it based on the interface and controls.
Jan. 31, 2012
Personally, I appreciate that the developer was very up front about the fact that the game was playable, but intended as a demo. Much better than if they had posted it without identifying it as such. My only concern with the content of the game is the difficulty level. After playing most of the way through, then restarting with a little different tactics, the game seems quite easy. If fighters are near the front with rangers for clean up, I hardly have to replay anything or risk loosing any level. After finishing the demo levels, I went back to do the advanced difficulty and found them very easy also after having leveled. So is there any challenge in the full version?
Jan. 26, 2012
No jump key is one of my least favorite game mechanics ever. Eventually I understood why it was done but annoying at first.
Jan. 12, 2012
I found a minor issue with the jumping. When at the edge of a block the player will sometimes keep walking off the edge rather than jump. Clever concept.
Dec. 06, 2011
I had not played for a while and it now seems much easier to wander into a mass of enemies and die quicker.
Nov. 28, 2011
Needs a speed up, or I'm done waiting button. i'm on level 2, 90% removed, and it's sitting doing nothing with 'Please wait'.
Nov. 19, 2011
An annoying control scheme does not a good game make.
Nov. 14, 2011
the control of the piranha is the area needing the most improvement in my mind. The knock back from hitting a boat can be extreme, and it affects my seeds as well, even if they didn't hit. The 'stun effect from a big jump is annoying, and it seems to take the same amount of time to reenter the water from a small jump as a high one, (just falling slower). I also think seaweed should slow, but not stop the piranhas. Fish getting caught in seaweed, makes little sense anyway. If that's the effect you wanted, sink a fishing net or have humans drop them etc.
Story and creatures and combat is OK. I don't like having to grind for money to buy potions. We should be able to buy potions from the inventory screen rather than use the map to find our alchemy building. Because of the potion thing it seems the mage skills are a little more desirable than the others.
Nov. 10, 2011
Any way to recover the saved games now that the achievements are there?
Nov. 07, 2011
Over all I like the game, it can get a bit old trying to spread the armor and weapons around, and I'd really like it if the potions could be auto distributed. My only real complaint is that the boss fights are so much harder than normal fights, the normal fights don't really prepare you at all. Also perhaps boss fights could slow time down just a bit, because there's a lot to look at. Perhaps I'm too cautious (about running out of potions) but I find myself dying while trying to figure out the best strategy to tank the boss. Should I move away? Should I spam heal and maybe run out? How much health does the boss still have? Is he killing one of my allies? Which of my skills would help most right now? And when I die I have to do all the micro managing over again to get back to the boss.
Developer Reply
If you just drop equipment on the ground and let your friends stand near it, they'll pick up anything they need (an 'upgrade' is either the next tier or the same tier with an additional effect). Your friends will also collect one health or regen potion each (if you don't grab them first) and then they'll pass on the spares to you. You shouldn't need to micromanage much. The bosses are tough, they're definitely beatable though! It all gets easier with practice...
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