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Monkius

210 Game Reviews

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Leaving aside the absurdity of a maze in space, this game is amazing. There is a strategic element to the turrets and the enemy wave difficulty ramps up nicely. There is also a good "winging it" element, once you figure out your strategy. As someone who enjoys planning a little bit, but gets burnt out with too much of it, this scheme is perfect for me. The "wave health" bar is a nice, subtle touch (as is hovering over towers to see info on them, instead of having to click.)

I like that the game pauses when you place a tower. This way, you can leave the enemies on "warp speed" when you have just barely not enough defense. Then, place a tower in just the right spot and get rid of the rest of them.

There was a weird problem with lag when I had it set to the highest speed, from wave 40-something. It had nothing to do with my hardware, either, since CPU and GPU utilisation were at 10% and 5%, respectively. Enemies were also showing up where they shouldn't be (on top of towers and outside of the maze.) The game got sort of boring after that, but I played through to wave 75 before deciding to quit.

Still, this makes me want to try making a tower defense game for programming practice, even if it takes me hundreds of hours... Probably won't be anywhere near as good as this game, either, since you seem to have been at it for 3 years.

Wombart responds:

Thank you for the feedback, really appreciate it, help me a lot !

I also was bored around the wave 50 since the player supposedly have all the upgrades, so I cut the total wave number from 100 to 50, better keep the game shorter than leaving the player with a feeling of being bored with the game

I am aware about the highest speed issues where the enemies start to "teleport", I think it's because of the low frame rate after the wave 40.
I didn't find a good solution so I just reduced the highest speed from x4 to x3

I worked on this project "only" for the past two month but yeah this is the first game I have published in 3 years :p

Great game, but kind of easy. I beat it in 20 seconds with a score of 0.

Lol

I like how the game sort of "throws you in at the deep end" and you learn what things do by experimenting with them. Really interesting and clever puzzles here and there, but the difficulty is all over the place. Level 6, for instance, requires much more thinking than level 7 or 8. Falling off the edges of the level is unnecessarily-frustrating, especially since sometimes you can click in the area of the "up-and-right" button, and it registers a click of the "down-and-right" button.

"Snap to grid" keyboard movement doesn't really work with isometric perspective. I'd have just left the directional buttons in the bottom-right and called it a day. Those are a really good idea; you should call more attention to them, if you use this scheme in the future (maybe have them change colour when the player pushes the arrow keys, if you decide to leave keyboard controls in.) I only figured out what they do on like level 9, lol. The on-screen buttons also got all jacked-up when I rotated the camera multiple times. Down-and-left became down-and-right, or maybe the opposite. Sometimes 180 degrees different, too.

AAH! Don't ever blink! You'll get hit by an ice shard :/

Priddygood, mm hmm heeh.

TsucchiDev responds:

Hahaha bet you did!

Pretty cool, but the "spin" mechanic makes no sense. Once you figure out that it both rotates and mirrors on one axis, the last puzzle gets easier.

Thanks for making games that don't have "merge" or "idle" in the title.

Jump key doesn't work for me

RHMGames responds:

Upss, sorry! We wrote the key information wrong. Now we have fixed it. Thank you for your notification.

Ain't no stoppin' me now, son. I have... A CARROT-SWORD! Lol, the progression of the bunny is just hilarious. All the puzzles seemed intuitive, but perhaps that's because I've played all your other games.

On another note, just as I was becoming exasperated with trying to find a "signal" in the "noise" of all the garbage phone games with wait timers and started getting all nostalgic and "I miss the good old days when the internet was inundated with free, usually-short browser games..."

jronn to the rescue!

Thank you so much, lol.

Ah, yes. Good ole Lobster Clicker.

Right off the bat, the "windowed"/in-browser mode had cropping issues and the music--great choice, "Still Alive" is one of my favourites--was really loud. As in turn-my-earphones-down-to-4%-volume loud. I eventually muted it; a separate music mute button would be nice, since I see you've kept the obnoxious air horns from the last iteration. Going to full screen fixed the cropping issues. If I click and hold, the red number below the lobster goes up, but the score does not. Intentional? The red numbers also get cut off once they reach a certain amount both on the lobster screen and on the battle screen (enemy lobster health.) After a while, I left the battle screen and came back to see that my lobster had died. But I can still attack the enemy lobster and even get it into negative health, lmao.

The click effects are great. It's hilarious that you're reiterating this game and this one is as fun, silly and weird as I remember the last one being, in spite of all the glitches/bugs/errors. In fact, the glitches sort of add to the sense of "this game does not take itself too seriously" that one gets while playing, while at the same time not affecting gameplay.

EpicNarwhal responds:

Thanks for the genuine review!!! I kinda just made this game to be obnoxious and weird so I'm glad to see someone shares my awful tastes and enjoyment of terrible game design!!!
Edit: I went back to play the version I posted on NG, the WebGL build was giving me issues and the glitches are way worse in this version, It's a work in progress I guess...

I like how the cookie sounds like it's from Brooklyn or something. It's a Cooklynite, if you will.

Lol

Buttons for "pause" and "next wave" would have been a nice luxury, but even without them it still wasn't terribly frantic.

There isn't any sort of data on the towers or attacking ships; that's okay though, because strategically, you can ignore the outer two forts and use the island space for spamming treasure chests. Then, build a bunch of skulls on the middle track. I got to wave 40 on my second run through with this strategy. Nothing too complicated, but a fun game for a few dozen minutes; certainly beats the hell out of most of the other games available for free.

RobotRage responds:

Thanks for the feedback! I do agree that Next wave and pause could have been a nice addition. Regarding the outer towers, balance was definitely an issue, i didn't want to debuff the towers too much so as to make you loose instantly upon loosing one so i decided to lean for a smaller debuff. (maybe not enough penalty)

не твоё дело

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