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60 Game Reviews

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The entire first half of the game was sort of nonsensical, with this kleptomaniac taking things left and right. How was I supposed to know that I needed to use the board with the nail in it to break the poor wizard's random aquarium so that I could steal his saw to open a can of beans that I stole from a poor photographer? Couldn't I just use the nail from the board with a nail in it to open the can of beans? Could I just buy an appetizer from the bartender whose ax IThen there was no payoff at the climax, all the action was skipped.

This could have benefited from really snappy self-referential writing to make it more parody than serious, but as it is it is just nonsensical. If someone was a thoughtographer, shouldn't they become an artist instead? Wouldn't it have been better for the photographer to have been the thoughtographer?

The character design and animation is also pretty sloppy, which is a minor thing compared to the writing and story progression.

Tactically, there weren't really many options. Having all the units on the same timer really hurts your unit diversity when one level 13 infantryman takes less time as one level 2 black mage, and is so much more effective. It seems like there should be at least a timer for each pylon, since that's what the computer gets. You really should be able to get all the upgrades by the end without having to grind old missions at one point apiece.

I find the concept interesting, but the rest is mediocre to poor. The animation is slow and the controls are unresponsive. It is difficult to judge how long the lights will last, and the game is too unforgiving to guess, even on the first couple of levels. I like that the tongue attack is only a stun, and the guard alert levels, although there is no indication in the tutorial that the guards have alert levels (I never would have made it past the first floor if I hadn't scrolled down the comments to see your hint).

The level design is unforgiving to a new player, as your timing needs to be impeccable. Some sort of dodge or duck ability would be nice.

The art quality is really poor. Not only are the initial slides in the intro nearly unreadable, but multiple images within levels seem to be taken from different sources and pasted together, making it seem thrown together. Even doing the whole level in poor line drawings creates a sense of cohesion and style. You could do more with the background than pure, stark white, both to improve game-play and the visuals (make the white only come from the lights, for instance.

The concept is interesting, and should be looked at more -- especially in combination with color theory, or lighting effects.

The whole game needs a lot of elbow grease and polish. In this state, 3/10

bjncube responds:

Thanks for the feed back. To be honest, I purposely made the game unforgiving. You're not supposed to play it and instantly know what to do. You have to figure it out. As for the art, the initial assets were done by a couple of different guys from my uni. I can't draw for sh*t so the art style is severely broken.

Fun, Lucky

This game was fun and I liked the random challenge -- I'll admit, it wasn't what one would expect from a one-click RPG.

I liked the variation in the enemies, and that it was impossible to beat the dragon without a divine edge, driving decisions like, 'elixir now, or dragon later?'

I also liked that she fought by herself, without the mouse being clicked. Very different from what I expected, and it's good to have a game focus more on the strategy than the timing.

Only two issues, both rather minor:
First, I would have liked to see the character change with the addition of new armors and weapons. Even just a palette swap would be gratifying. In addition, some scenery change would also be appreciated but only in a longer game.

The other issue was that there were caps. I rather wish you could continue upgrading past astral, preferably on some sort of equation that allows me to continue forever. Or (an easier fix) allow armor shops to still function as heals even while maxed out (you could even continue increasing the price!)

Overall, good game, smooth graphics, nice balance of strategy and luck

For those of you complaining about difficulty, try waiting until the last second to purchase shrines (and never buy them while over 50% life), or simply don't buy anything at all for the first several enemies. Use tactics.

One wonders what life is like in a world where one can only live for 90 seconds without violence and money...

Enjoyed it!

I liked it, although I was rather looking forward to the challenge of all those tanks! Nice graphics, and I liked the morale bar a lot!

Fun, yet easy

I really enjoyed this game and its presentation, but unfortunately, I found that the game was too easy. Defense mode is extremely easy to abuse, especially with the sniper rifle (only 1 normal attack, but 4-6 defense), and the nigh-infinite range of the grenade launcher meant that the giant monsters were too easy to destroy. By far, the best level was the one with the moving platform puzzle, with all the sniper-bugs.

I wish there had been some kind of story or personality from the troops -- I ended up inventing inter-squad banter while watching the hordes of bugs be sniped as fast as they could be produced (green was the useless one, red was team leader, blue was the sniper, etc.) and it might be s huge helper. The music was nice, but got repetitve after a while, probably because it was the same for each stage.

I enjoy tactical games like this a lot, and it's nice to see some on newgrounds. THank you for sharing this with us!

For a game about your last moments...

for a game about your last moments, it sure doesn't let a lot happen...this guy never says anything or does anything. I ended up with my dead daughter in the park after I missed my wife's dying scene wile trying to work on a cure.

Knowing that you have six days to live, I think I would do some more things besides go to work. Take your family out somewhere important, and spend your last moments erecting a monument that will hopefully last the ages, saying "I was here."

Also, when I'm giving my daughter a piggyback ride, she didn't appear in the mirror. Might be some significance to that, but I think it was an oversight. I'm not a big fan of this kind of art style.

On the plus side, music was great, really sets the mood.

-2 low interactivity, -2 art style, +3 music +1 creativity with the whole 1 playthrough thing. 5/10

I loved the interface

The interface was the best thing, in my opinion. It is certainly better than most dressup games.

However, the art was not that great (in my modest opinion), and it could use some (soft!) music and some (minor!) sound effects. Also, I didn't like the script that was there...not that it's awful per se, but that this is a visual/auditory platform, and it seems lazy and unnecessary to have that script put up there, instead of having a cartoon with characters speaking those lines or something.

Not too terrible, but a long, long ways from great. 4/10

onlinefunarcade responds:

these all art made by a AS3 programmer . i think she has did her best . but in market there is no value , i know . anyway thanks for your comments.

Pointless.

There is no goal, no way to win, no challenge, no relation between the game and the music, and no art except for some ripped jpg's or bmp's or whatever with no background. Please put some effort into something when you submit it.

longboard2live responds:

My genius is a winner.

Very little skill involved.

There's not much to this, from a player's standpoint. There's very little animation, no sound effects, and less skill involved than blackjack.

The style is clean -- at least the little that is shown is well presented. Unfortunately, there's not much to this game.

Age 32, Male

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