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Exedor

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36 reviews are hidden due to your filters.

This game is not ready to be submitted. This is a test, or a pointless demo at best. Please put effort into your games and submit a quality product. Tests and tutorial games are not acceptable.

I like this game, but I need a reset or something. In earlier levels, I saw the arrow to go to the next area, and I moved on. But, I still had areas not played. Now, I'm at "Level 5" and I've beaten all the areas. There are arrows to go to the next area, but they don't work because, I assume, there's no Level 6 yet. But, I can't go to back to previous areas, and there's no way to restart from the beginning, so I'm stuck on a level with no playable areas, making the game now unplayable. I don't want to have to clear my computer cache and lose other important things just to reset the game, tho auto-save is nice.

Suggestions & things:

- The not being able to move gems thing is ok. It's a strategy aspect. You CAN move them by combining, so plan your gem placement.

- The new inventory window is nice, and helpful for seeing all the upgrades at once. I can't use it since I can't play.

- The pop up windows may need to be set to a sidebar. There were a lot of popups for each transaction, and they often showed up right over where you need to place things. When the castle is in the center and the popup also pops up in the center, it covers your castle. So, you choose a new gem at the top (close popup) and then go to place a gem near the castle (close popup), click on the second gem to move & combine (close popup). It gets tedious, and if there are enemies approaching when you need a popup out of the way, the base can get damaged. So, an info sidebar outside of the playable area may be something to consider.

- Missing waypoint 1 was an issue on some levels; glad it's fixed.

- The levels with a thin path and mostly cost-10-to-remove blocks are rough. Often I couldn't afford to clear space for gem blocks before the enemies got too strong to kill with available space and gems. You had to be lucky and get a good mix of teal gems right away, or add a +gold upgrade right away; otherwise you lose fairly quickly. I did manage to beat it on Level 5, tho.

- Range 1 is sometimes too small. I've had gems not shoot a passing enemy, and I think it's because the range is too small to register a passing enemy til you upgrade a level or two and get increased range. A range upgrade add-on doesn't show any increase in the diameter of the range circle at low levels.

- The regeneration rates on some enemies make them invincible. Sometimes, I couldn't even get a green bar, much less noticeable damage in the life bar. And defeating them was out of the question. I'd just hope I had enough base life to absorb the hit.

- Make the instructions on the main screen replayable. Once they pass, you miss anything you didn't read.

- There are no instructions on how to get special gems. I did figure out that 1. they don't have to be positioned next to each other, as in the image, and 2. a "Craft" button shows up when you have the gems needed. I was never able to craft the higher gems (Diamond, Cat's Eye(?)), as the levels ended before I could store up enough gold or gems. Also, I couldn't combine anything higher than a level 5 gem for the same reason, and mostly was limited to level 4 gems. I gained a level 6 gem in a loot box once, which was the only way to achieve one.

- Loot boxes and Ice Blocks took a bit to figure out. It says to shoot fire at them, but there's no way to shoot anything. I eventually figured out to place a level 3 red gem or higher next to the block and hope the ice block would eventually thaw. Ice Blocks without a chest melted much faster (level 2 gem), but ones with a chest showed no signs of progress til they completely thawed. Maybe add cracks that grow in the ice to show progress?

Can't wait to play again.

WarMageDev responds:

Thanks for the long and useful feedback, Exedor!
I am really glad you like the game. :)
It is updated now. This bug that you described that causes the arrows that you can use to proceed to the next region is fixed now, please check it out.
Regarding the other issues I will handle those a bit later.

What difficulty setting did you play on?

Edit: I updated the game, please check out the version history in the description.

Please put effort into the games you submit. Everything you've submitted is a pointless demo or a test or a tutorial game. Don't use medals to boost the score on a crappy "game." Make something interesting and fun. Make something your own idea and creation. Put in some real effort and creativity and make something great.

This was a lot of fun! There was a lack of instructions, and the number of stars in the backgrounds caused it to lag. I can't wait til the next installment.

This game is not ready to be put up. It's not really a game. There's a timer, but no score. The zombies don't attack. you can let them stack up and blast away in the last few seconds- or don't. You can never fire a shot and still get a 'you win" after the timer ends.

Well... not quite. The zombies continue to come after the timer and and the "you win" pops up, and after about 10 seconds, they kill you. Also, rather than getting 1x score per kill, the score continues to add with each click after their head pops off, so you can get extra score. I got 2750.

Sethsworld responds:

Fixed It


Yeah the extra clicking, thats gonna be the backwards long jump of this game

NOW Its Fixed

I'm attacking Gotaro and his health isn't going down. It takes all the fun out of a game when the enemies are invincible without a certain combo. I think that's how to progress, but it says I have to go something 10 times and I'm at less than 25% health and not progressing, so I don't see any point in continuing. :\

Don't use Shift. Don't use ctrl. They're system keys.

cultzone responds:

Really? Cooooool man..... we re implying this then in the next build, because it is a style more old school... thank you

After a few fails, once I figured how to play, I got 85 billion. Score: 85899357806. No auto-clicker. I know you didn't think I could do this.

BigScud responds:

Wow! That's awesome! Thanks for playing.

There are several problems.

First, there are no power pills. It's a basic part of Pacman.

Second, in the original game, pressing a direction causes Pac to move that direction til a new direction is pressed, or Pac hits a wall and stops. I lost a game and didnt get anywhere til I figured out to hold the button down.

But lastly, and this is the biggest issue, when you go up, you can see enough of the board that you're fine, but when going down, Pac is so close to the bottom of the screen that you can't see where you're going, or what's about to hit you. The ghosts just pop in, rather than like having the top of their head being visible; the angle would work where parts of them should be visible as just off screen, but the game doesn't plot them as visible and they pop in immediately on top of you.

There's also no invincibility time when you come back after getting hit, so you can hit the same ghost and lose all your lives in a matter of seconds.

I hope that explains things a bit more clearly.

Do not resubmit a submission that has been blammed by the Newgrounds community. That's the one.

Age 51, Male

Umbrella Corp

Colorado Springs CO

Joined on 1/15/05

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