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Not a fan of this genre of game, but it wasn't terrible. Don't like the fact that some of the content REQUIRES payment to unlock, but I got all of the badges without them, so eh. 4/5
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@Skitrel is right, saying that this game is a copy of Toss The Turtle is like saying that Mortal Combat is a copy of Street Fighter. Is a genre of games, not a clone.
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Well, after so many painstaking trials, I finally managed to break 700k distance and get the badge. My last comment was all about making certain changes to the gameplay to make it less of a luck based mission. It was voted down, and I suspect that the reason for it was because everyone believed I just wanted an easier Hard badge, and that I'd change my mind on everything once I got it... Nope. All my criticism from the last post still stands. It's some pretty sound advice, and I think it's worth serious consideration. For what it's worth, I don't hate the game. It's a decent challenge, and provided me with several hours of distraction. 3/5.
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I also find it interesting that even though the protagonist is beating the **** out of a "nerd"(that doesn't look like a nerd at all), most people that play online flash games are nerds.
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well whoever started how its stupid u have to buy jems well u dont have to evry person can get so many jems and u can get the items by getting all the gems from each person
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dunno about all you but i got a load of stuff for my guy and get him up to lvl 23 then next time i log in on this game the guy is back to lvl 1 and lost all my items
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Okay, this game is impossible to completely get the hang of. The sheer reliance on random events and incomprehensibly fast reflexes makes an excellent game a little less excellent. What would remedy this is some behind-the-scenes cheating. I recommend the following: 1.) Make hitboxes for ground objects 10% larger than the sprites themselves. 2.) Have boosting objects spawn at a steady rate, gradually increase the spawn rate over time, and reduce by some amount when an object is hit (reduce extra for Berzes, MCs, and Cannons). 3.) When Comeau approaches the ground, calculate the time to impact with ground. If the player swings when he is less than 0.1 seconds from the ground, he should get a Power Smash, whether the sprites collide or not; so that even when Comeau is falling at over 2,000 ft/s, a Power Smash is still feasible.