blob aliens 2

blob aliens 2

por Comicsserg
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blob aliens 2

Valoración:
2.5
Lanzamiento: March 20, 2012
Última actualización: March 20, 2012
Desarrollador: Comicsserg

Etiquetas para blob aliens 2

Descripción

Aquí, después de mucho tiempo, finalmente hice el remake de mi primer juego :D. Estuve chateando con algunas personas aquí en Kongregate y recibí muchos comentarios y consejos geniales para el juego :D

Cómo jugar

Moverse: WD o QD o flechas. RocketPack: W o Z o flecha. Pausa: P. Disparo a la cabeza: haciendo clic en el ojo del alienígena. ¡Muy útil con aliens lentos! Disparo constante: manteniendo presionado el botón del ratón. ¡No es posible el headshot! Lanzar granada: ESPACIO. ¡Útil cuando estás rodeado de aliens!

Comentarios

0/1000
KingRuud avatar

KingRuud

Mar. 21, 2012

3
0

hej, nice game :) happy i could help you with testing it (1 time) xD

Comicsserg
Comicsserg Desarrollador

dankje :D ik heb je in credits gezet ;)

Pertokeyo avatar

Pertokeyo

Mar. 29, 2012

2
0

The graphics are competent and creative. The bold colours and gracious animations throughout compliment the otherwise static background. The presentation, especially in the menus and slime text show that you are raising your profile. Sound effects are appropriate, suitable and clean. I really favour the slushy alien kill sound – it’s one of the best I’ve heard. The music completely immerses me in the experience. Overall it’s an impressive game that makes good use of an upgrade system, and more importantly a life system which is crucial. The progression design still feels a little elementary and crude, but the execution of basic interaction leaves a sweet if imperfect taste. *** 3 / 5 ***

Pertokeyo avatar

Pertokeyo

Mar. 29, 2012

1
0

It’s unexpectedly pleasant. The game is completely functional and the shooting operates smoothly. The critical kill concept works wonderfully, especially with ghost enemies. A rechargeable jetpack is a simple and unique idea, but it ends up becoming slightly gimmicky, largely because the target vector goes haywire and fails to track the crosshair effectively when I am airbourne - this could be because pressing up glitches the crosshair tracking. It’s sometimes hard to tell if an enemy has been damaged so i’m convinced the life gauges may be broken as they do not show partial depletion. Probably my biggest disappointment is the relentlessly unindividualised waves - the 20’s were like the first waves, just with more firerate. Try altering the bold colours and make some of enemies stronger/weaker to mix it up.

MartijnMuijsers avatar

MartijnMuijsers

Mar. 22, 2012

1
0

Damn amazing game, great feel while it's simple.

Few notes:
1. Brad did a great job on the music, his name Immersion fits haha :)
2. I think the words 'damage' and 'firerate' are kinda swapped. When I upgrade damage I get more firerate and vice versa.

Anyway awesome! Already curious for your next game dude!

Comicsserg
Comicsserg Desarrollador

thanks

DraKenWouD avatar

DraKenWouD

Mar. 21, 2012

1
0

"don't forget to like" . . . true. All to often we c a game as what we gamers would like or think to need, and not as what someone virtually put on our screen. I wouldn't be able to even make the simplest of 'pongs' work and play. :D

Comicsserg
Comicsserg Desarrollador

hahah thanks :D