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Aug. 22, 2015
Oh look, another Don't Escape game. I like those. Wait, Scriptwelder makes these? Well, the Don't Escape games weren't very horror-y... Ok, little unsettled, but it's just the atmosphe- And it's horror... *Hides in a corner.*
Oct. 22, 2013
An amazing excellent game. Loved it. Can't wait to see what a bigger, badder sequel could possibly do to top it.
May. 12, 2010
Stars seem to be based off the score you get beating the level. Finishing quickly, taking every tower, not losing any towers, breeding and killing more than you lose. If your having trouble getting 5 stars, continue onwards and come back once you upgrade your species. Ants are my favorite race, high spawn rate and with upgraded strength they are unstoppable. 5 stars on every level with them. Only achievement I don't have is the lose after 2 minutes one, I can't actually lose if the level plays for that long, XD. That and I can't bring myself to lose on purpose. Some suggestions: Automatic move. I've seen it done before, and in a game like this with paths it makes management alot easier. Explanation of the star system, obviously. And what I'd really like is a breakdown of my race's stats in the statistics. Strength, speed, spawn rate, or at least the choices I made leveling up. Anyway, I love this game, loved the first one. 5/5
Apr. 01, 2010
A and A+ =D
Jun. 22, 2009
Ants FTW! =D Swarm tactics own.
Feb. 13, 2009
Good game. I anxiously await the sequel, which I expect nothing but great things from.
Jan. 22, 2009
Starting over from the beggining wouldn't bother me nearly as much if buying weapons wasn't a trial and error type thing. I almost had to start completely over from the end because I bought the gatling gun and equipped it over the beam gun. Once you know what items are good and what ones aren't, the game is fairly easy.
I like it. Simple, yet fun and addictive. My only problem is the lack of incentive to keep more than one room safe. Since sentry guns can't shoot through walls and since enemies only drop items once inside, it seems the best strategy is to hole up in one room and kill them as they come in. Something to consider that I saw similar in another game, you could have a multiplier to reward the player for not having to kill zombies inside. Have it go up by 1% for every second the house remains zombie free is a start, then have it reset if any zombie inside is killed. This gives the player a reason to kill them before they get inside. Just a suggsetion.
Jan. 14, 2009
After reading the newer comments, I have a suggestion: Why don't you have any sacred weapons that have been received but dropped somewhere available to be picked up at the altar? I have no idea how your code is written, but guessing by the fact that items remain where they are I'm assuming you give each item a location. Comparing the players location to a dropped artifact each time the player enters or leaves a dungeon/town would be a sufficient check to move the artifact to the altar. Just a thought, :p. I would also suggest maybe having potions healing a percentage of health max health instead of a static 10, as that would give purpose to increasing HP at level ups (It's my opinion that increasing HP is a waste since your health is measured more in potions then your total HP anyway...)
Jan. 13, 2009
I've always loved these types of games. This one is no different, even with it's flaws I had fun playing it. My suggestion is to put in a way to examine items and objects. It wouldn't even have to tell you what the stats of the item or enemy was, just what it was. More than once I had no idea what I was looking at bought a piece of armour thinking it belongs in a different slot than it actually did.
http://www.kongregate.com/games/AfroNinja/nightmare-house
Oct. 28, 2008
Definitely not a bad start. 3/5
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