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Monkius

209 Game Reviews

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I'm not sure if I haven't figured out how to recharge my mining laser or ship's thrusters properly, or if you did that on purpose because this game is a parody that trolls people.

Either way, it was fun for a bit!

Skudge responds:

Just open your inventory and hold E over the thing you want to charge, then hold E over whatever resource you want to charge it with. A couple of things can only be charged with certain resources.

YEY I WINNED!

It took me a little while to figure out the sword controls and then a little while more to find the last 100 points... But I assume that those were both done on purpose for a challenge.

What are those phat beats, though?

yurgenburgen responds:

"put a donk on it" by Blackout Crew

It seems like a fun concept...

Unfortunately, the execution isn't great; my computer is by no means a "slouch" (4-core/3GHz AMD, 12 GB DDR3 1333, good graphics card) and I skipped and stuttered my way to 2/3 of the way though the game in windowed mode before Unity crashed, citing "not enough memory." It also suggested that you, the developer of the game, allocate more memory. So just passing that on, lol.

Cliffs Notes: Fun, simple game; runs poorly.

It's fairly staggering to see what a decade can do to change one's mentality on life. It's also interesting that a lot of it runs parallel to the evolution of my own thought processes.

It would appear that you won't be continuing /this/ series, but if you make other point-click puzzle games in the future, I have some input as to the puzzles:

1: Some are bastard-hard, but are completely logical and intuitive, such as the "WOOF" puzzle. I liked these and have no issue with them.

2: Others just require fairly specific logic, but remain fairly open for choices. This was nothing short of infuriating for me, until I found out that there was already a full walkthrough for this... For example, I could think of multiple ways around the laser puzzle:
- pouring water on the lasers and shorting out the system
- walking through the lasers with the bucket on Phil's head and hands in his sleeves so that the lasers don't touch human DNA
- throwing the chewing gum at the lasers as a distraction and then hopping through while the gun it shooting the gum...

That last one may not be the best idea, but you could always have a small--I have read that development time for this game was only 2 weeks--cutscene with Phil dancing around dodging bullets or lasers or whatever the gun fires and hiding behind/inside a locker or something.

My point is that if puzzles are "multiple choice" like this, that there should (in my opinion) be consequences to at least most of the possible choices.

That aside, I found the game itself and its contrast to the original Riddle School to be interesting and stimulating.

- I like the concept of it being a short clicker game. Ones that go on indefinitely really piss me off.

- That tune is so familiar, it's driving me nuts! I think that it borrows heavily from 90s video game music (and maybe even pop-culture music...) Good thing I can mute it (unlike what one of the other "reviews" said.)

- I have a click automation program, so this went fairly smoothly for me. If I hadn't, I feel like I would have echoed the sentiment of "it's completely boring." Then again, I have more or less that sentiment about all "idle"/"clicker"/"incremental" games.

- Clicking becomes fairly useless towards the end (even with it set to automate at 100 clicks/s.)

- Either the 999,999 pizza-point achievement doesn't work.

- It lacks any sort of conclusion. Hell, even just a screen that pops up, saying "you win..." Then again, I didn't stick around for the 40mins or 1hr achievements. If the ending is time-based, it should be points-based, instead (of course, this would also require the 999,999 achievement to actually work.)

Single gripe: it could use a "help" screen where the controls are outlined. I promptly forgot how to sell towers right after the tutorial, and it was a bit annoying that I couldn't find out how, again.

Other than that, great game!

Lol, I found a fun glitch:
- push "P"
- push enter a bunch of times
- hover high above the city
- laugh

predbannik responds:

)) Need helicopter

I don't know why this is at 2.5 stars... :/ Jeeeez, hater-votes...

I liked that the cars were deformable and there were random tunnels and lots of things to jump your car off of. Reminds me a bit of "SF Rush" from back in the day...

I hope that you find some way for this to be less of a resource-hog, though... The poor framerate and choppy sound that I am getting is a bit of a bummer.

predbannik responds:

Thanks! I'll try to remove shadows and decrease distance view

Boat medal was brutal (and I am automating my clicks...)

I hope that this was just practice and that you don't make any more clicker games. Looking at the sidebar gives me hope; "Pirate Adventures" and "Bugs vs. Mallet" both sound much more interesting...

Ooooh, I hope that this evolves beyond a concept demo...

Once the game is longer, I think you should add a "run" feature. If the slow walking is for creepiness or suspense, consider having some parts where walk speed/direction is fixed and others where movement is free and faster. At the current movement speed, I found myself wasting bullets out of pure boredom.

I also think it didn't make much sense when the snow blocked the entrance, but there was still light inside of the bunker. Maybe give the mysterious protagonist a flashlight and have him/her navigate in the pitch dark with only one beam of light (until the lights are turned on, anyway.)

Alx101 responds:

Alright, thanks for your review! The flashlight idea sounds awsome, definitely something I'll look into for the further development!

не твоё дело

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