ค้นหาเกมโปรดของคุณ...
คอมเมนต์และรีวิวเกม
Aug. 20, 2020
Needs to be a way to reset a level if needed - I somehow managed to get stuck in a way that neither recoil [N]udging could help.
ทีมพัฒนาตอบกลับ
I'm implementing a heat system that'll melt things around the gun that should pretty much guarantee being able to unstuck yourself (at the cost of having to spend a while melting your way through, say, a sofa.) Level restart is also planned for when there are more levels.
Nov. 14, 2019
Please port this to mobile eventually - I want to be able to play this anywhere! Also, more floors!
Jul. 09, 2015
If you press space while you're going through the exit, the game won't process your end score for the level but will still advance you to the next level. I accidentally "skipped" scoring level ten that way.
May. 28, 2015
Bravo for removing the energy system. Bravissimo, even.
Apr. 27, 2015
I appreciate the update, but shifting the gun to the left kind of threw me for a loop. I also like that you customized the crosshairs, but it blends into the background too easily, and I have trouble seeing where exactly the center is because of that.
Mar. 19, 2015
I have no problems with developers wanting to make money off their games, but there's a right way and a wrong way to do it. Energy systems DON'T WORK - they discourage players who might otherwise be playing and possibly paying into your game. The hint system is about the only purchasable item that should go into this game - forced wait times through energy systems, pay walls, and forced "sharing" by cluttering up social media only discourages swathes of players from enjoying and possibly paying for hints. Look at AdVenture Capitalist for an example for proper monetization, or just check out some Extra Credits YouTube videos on the subject. Your games are enjoyable - forcing "popular" monetization methods on top of it detracts from that.
Thank your for the feedback, you are saying right things in general and we totally agree with some of your points. But can you look at this from another angle? Our design goal with "Glow power" was to split the game sessions into shorter intervals so those players how have more time on their hands do not have an unfair advantage of those players who like to have shorter game sessions. All players have element limitations in each game session thus making it fair for gamers who have lots of time and those who prefer shorter game sessions. We wanted to hopefully give players the same experience regardless of the time they have. As for social features - we have thrown them away, screw them! =) We still work on polishing the game and on making improvements, I hope we will finish with game, acceptable both for players' and for ours needs. Thanks!
Mar. 11, 2015
Regular investments work fine and scale well, but the Moon is just broken, as several other testers have noted. Are we going to see a fix anytime soon? There are enough issues to potentially put off even the beta testers if they aren't corrected soon.
Feb. 12, 2015
Balance-wise, the Moon just seems so much SLOWER than Earth, probably because there don't appear to be as many speed-ups (I haven't encountered any yet, but comments seem to indicate the "everything" unlocks boost it).
Feb. 03, 2015
I keep getting the "Touch OK to enter the training dungeon" popup, even after I've completed the quest objective of killing 1 revived skeleton. So I keep killing, and killing, and killing...
Oct. 28, 2014
Why is there a "skip" button for cutscenes when clicking it doesn't skip all of the cutscene?
Oct. 17, 2014
The lag sometimes gets REALLY bad, even on low quality. Especially when Boost is active, I drop frames like they're going out of style.
Oct. 08, 2014
I now have ALL the stars...except the third one in level 18, main mission. I've gotten 100% accuracy (hard with an M-16) and within 10 secs, with no third star! On the plus side, I found an odd firing range bug that disappeared after awhile - after completing the last mission, the firing range has a time display with 16 seconds that doesn't count down, a target counter with 0/0, which spawns a single enemy after five seconds but considers the "mission" a success after 7. If you kill the enemy, you "3 star" mission # 201 for $1500. Otherwise, you still get one star and $1000.
Sep. 23, 2014
I was farming level 110 (Mamma Ferny Fat Bat), when SUDDENLY...a turtle wizard with a photo of someone's face appeared?!? I wasn't looking too closely at the time and couldn't tell if the boss name changed as well. Devs, is this a real thing? Or do I need to take a break :P
Aug. 12, 2014
Now that I know it can be done, can we get the same sorting treatment for the Manager menu like the Upgrade menu? On every soft reset I'm going to buy all the managers anyway, so it'd be nice not to have scroll.
Aug. 11, 2014
For me, at least, the new upgrades added for 1.4.5 ALWAYS show up at the top of the upgrade list after every soft reset UNTIL I purchase an upgrade, then they go back to their place at the bottom. A minor inconvenience at best, considering the time saved by not having to scroll after the first purchase. Keep up the great work!
Aug. 08, 2014
I should've paid closer attention to the new assistant manager names - I didn't get the great Portal 2 reference until today. Gladys Caroline...
Aug. 06, 2014
So my suggestion just got downvoted, despite the fact I was suggesting a *reduction* of the 10x price relative to the 100x price, and the 1x reduced relative to the new 10x price, all in the name of making endgame play more interesting by creating a difference of scale since a difference of kind is difficult to accomplish in a game whose primary pull is abnegation (thank you, Extra Credits!)
As an interesting way to balance the convenience of the "bulk" purchases, what if it cost a very small percentage less to purchase in smaller amounts? This would encourage more "strategy" as people would have to weigh the convenience and speed of bulk buys with the savings and time required for smaller buys. This encourages the more "active" playstyle for the endgame, since at higher numbers a small percentage can still be a LOT of money saved, letting people inch closer to maxing out newspapers.
Aug. 01, 2014
Excellent end to an excellent series. I think you really grasped the heart of horror with these games without having to resort to "BOO" kinds of scares, nor leaning on "gore-or" ("gorror"?) like modern American horror films have been doing. I have NEVER been a fan of what has traditionally been called "horror", and I LOVE this series. So long, and thanks for all the ambiance :)
Jul. 28, 2014
Gotta say: I've loved this so far. I haven't had a chance to play with the sound on, but the visuals and the gameplay get it juuuust right. Even for a veteran puzzler, just when you think getting the single star isn't challenging enough - BAM! Two more stars to get with different criteria to amp up the challenge. My only complaint is that scrolling through the levels is a bit of work on the PC with justa mouse, but it looks like you'll be leveraging Unity for a mobile version for which the scrolling should be easier. 5/5 so far from me, keep up the good work!
Much appreciated :)
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