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Jun. 06, 2010
Most platformers are exercises in memorization and repetition. With a procedural platformer, the player can't really 'memorize' level layouts, so the game becomes much harder. Spikes and insta-kill bottomless pits are too much of a penalty for exploration without the ability for minimal failure.
It's too bad you spent so much time making a beautiful UI and artwork for such a tired game concept.
Mar. 01, 2010
Can't exit the Tech tower - I need to get the chalk. there's literally no "exit" button to click.
Feb. 27, 2010
Brilliant! New gameplay mechanic, interesting concept, great sfx/music, nonstop action with lots of varying enemies and bosses. The last level was really hard until i figured out i could actually attack the megaworm and making it run through the core didn't do anything. 5/5, wish i could give it more stars... this is the most innovative and genuinely fun game i've played on kong for ages.
Jan. 13, 2010
Clicking orbs and medpacks to pick them up is a waste of time. You should autocollect. Strategy is pretty minimal, and I got stuck at the trainyard level because combinations of troops was worthless compared to simply picking all the same kind and farming upgrades. The little rolly-things are bullshit - half the time the firebats don't even kill them before they explode, even if they're in the same lane.
Dec. 15, 2009
Can't get past about level 24. As soon as one tower level dies, you might as well quit. How exactly do shields work? Wave warnings might be nice. HP upgrades for towers seem useless - enemy damage ramps up too sharply after wave 20.
Nov. 03, 2009
XKCD: The game.
Oct. 28, 2009
This game is way too hard. I'm at day 7, and there are simply too many enemies to kill. Reload is disgustingly slow, fire rate is too slow, and the screen is too small to see. Weapons should autoreload when you're not using them if you have the autoreloader equipped. It's a pity, because the RPG elements are really fun.
Oct. 16, 2009
I can't believe the solve times on some of these puzzles. 20 minutes on tree lizard? Are you kidding? You have to be a freakin robot.
Sep. 25, 2009
I'm dropping my rating from 4 to a 3. I've played level 4 at least 7 times, and I absolutely destroy everything but the boss, who kills me in 1 hit (80 dmg, 70 life, playing as the knight). Why do I have to keep playing the same level over and over when the only thing that can hit me is the boss, who kills me in 1 hit?
The art and music are pleasant, but this game is too unbalanced to be much fun. I bought all three worthwhile upgrades by mission 2, but couldn't beat the boss for almost 7 tries... because each of his bullets is a 1-hit kill. I finally got lucky and wiped him out only to have the exact same problem on level 3. You need a flinch / invincibility frames immediately after hit. Also, my weapon passes through some enemies. You also make a big deal about the hitbox being '6x6 pixels' but it seems WAY larger... and there's no obvious graphical differentiation between it and the rest of the gun.
Terrible controls. Complete lack of game balance (why do the hard 'pentagon' shaped enemies give less $ than the easy triangles? Why are the early levels so full of those annoying squares?). Completely generic, and the main premise appears to be that the controls suck.
Aug. 26, 2009
Hilarious way to kill bosses - Pick a ship with a ton of armor (I've got a Star Annihillator AA). Buy all the armor regen items and all the items that improve defense + armor. when you get to the boss, fly forward and ram it offscreen. Since the boss won't fire until it's fully onscreen, your lasers + missiles will continue to hurt it. As soon as it starts to nudge back onscreen, give it a little lovetap and it will bounce back above the firing line. Your extra armor and regen should easily be enough to cover the minor damage you take from ramming the boss.
Jul. 12, 2009
This is the best version of "Snake" I have ever seen, because you added new gameplay. Great job!
Jul. 10, 2009
How is this different than the first one? It's awesome... I just can't tell what's new about it.
Jul. 07, 2009
This is absolutely incredible. It's procedurally generated - holy shit! The UI is surprisingly easy to use considering there's a LOT going on here. Only complaint - there's no inventory management outside of your cubicle/room. Otherwise, 5/5, favorited, and please, please make more games like this.
Jul. 06, 2009
Why does the gold vanish at the end of each wave? Fix this, decrease the total value of each gold drop, put a timer on each gold pile so it disappears after a certain time, and increase the total number of ghosts in each wave. Also - mix up ghost styles. You may want to also have the more advanced ghosts move more slowly.
Running into the planet is stupid. The beam recharges far too slowly. What exactly does the mothership do again? The art is generally good, but some of the FX are a little lame. There's a good game in here somewhere. 3/5
Jul. 03, 2009
It's nicely polished, but a bit boring. The sound is a little wacky. I like the auto-charged-shots ability, but it would be very nice to have a 'microfire' options as well - maybe make these Z/X options? (z = autofire small shots, X = autofire large shots)
Jun. 30, 2009
Too much delay in between questions. Could use a bit more buildup to each method of torture. I would like to see the correct answers to each question if answering incorrectly rather than simply having to guess again each time. Well done atmospherically, and actually informative/fairly well researched. However the themes of the questions jumped around a bit. Also, smallpox is traditionally called "The Plague" not "The Pest" (in America, at least?) All in all 4/5 for interesting (though disturbing) subject matter, and consistently well-executed style. Just needs a bit more polish.
개발자 답글
Wow, thanks a lot for the feedback. It's true, we rushed the game, so in the end it got a bit sloppy, but we had to make the deadline for the halloween contest on Newgrounds. Also, Black Death = Bubonic Plague.
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