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This games (and doodle god) starts off fun, but after a while there are too many elements to try to combine, and it becomes tedious and frustrating.
This could be easily solved by highlighting 'final' items separately, so you never need bother trying to combine them.
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Items that you can't use combine new elements anymore should light up or something. It's extremely frustrating trying to find new combinations in the end.
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W00T! Done with the help of http://ultimatewalkthrough.blogspot.com/2010/11/doodle-devil-walkthrough-for-all.html.
Most of em are not right.. but meh :)
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I wish the game was a bit more goal-oriented, since it's a doodle devil maybe you could have created a preexisting category of "good" things and we would be starting to work with those and had to create worse and worse things to ultimately counter the virtues? As it the game is really a lot of fun through about first 50 combinations or so, after that it becomes slightly repetitive and grows extremely frustrating for the last 10-20 items where you're just testing everything on everything waiting for hints to reload. Very fun mechanics, nice technical execution but lacks something to drive the player to finish it (except for the badges) and a few combinations are a tad esoteric. I'm still giving it a 4 for originality but if there is a next game in the series it'll get no more than 3 unless it improves on the formula somehow.
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hmm.. combinations aren´t that logical like in the original.. for me its 1/5.. when i found the game i was so happy to see some kind of a good "follower" but all in all its just a bad copy... :/
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I enjoyed the game. I'd been waiting for the badges to come out all week, and was highly anticipating the game. Definitely an improvement from the last one, but still faces the same problem as the first one - too repetitive. Although some of the elements did make me laugh, I think it could've been better. 4/5. Nice work. :P
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I liked the first game. It was a fairly new (or at least not overused) concept and the quotes were funny, so I forgave the slightly lacking gameplay. The second game was really lame. The combinations made way less sense than in the first, and there was no innovation AT ALL in the game play. More spamming and less logic does not make a good sequel. Listening to comments and improving the game does.
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It’s disappointing to see this sequel didn't improve on any of the faults of the first one. The fundamental flaw with this game is that because you don't know what the 100 objects are, most the game is spamming random combos and waiting for the hint button to renew.----------------- Sure, most of the combinations for objects make sense after you make it, but unless you knew the object was in the game, you'd have no reason to try to make it in the first place. You have no way of knowing something like "Hydra" is in the game but things like "Gargoyle” are not.-------------------- If you knew what the objects were in advance, then the game would become more about trying logical combinations instead of trying to read the developers mind and guess what objects are in the game.