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Monkius

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I thought this was going to be an idle game, which is basically the world's $#!77!est slot machine; how wrong I was!

I would have liked a little bit more of an analytical approach to this sort of game; currently all that it says is "Skill increases your hero's questing speed, Heart makes him tougher, Wisdom gives him more EXP for completing quests and Looting makes him earn more gold!" What it doesn't say is /by how much,/ so I can't really formulate a concrete strategy on how to make the quickest profit (I just guessed on looting first, skill second and did pretty well, I think...)

Another flaw is the high score system, which is easily cheated by sacking heroes at the end of level 98 and re-hiring them continually. Time-to-retirement would have been a better metric, IMO.

Also, the tutorial windows everywhere are really annoying and I just clicked through them without reading and figured everything out on my own. You could just make the game a wee bit more intuitive, instead. For example, instead of red light/green light for stopping/starting individual heroes, you could have a red button that says "stop" and a green button that says "go" or "quest." It would also be nice for it to be clearer as to which bar is experience points and which is quest progress. You can figure it out after a while by how they move, but it would still be nicer to have them be defined.

Chaz responds:

Thanks for the feedback, I'll bare it in mind for any future updates/editions.

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.

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

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!

- You can hit a mine on the first click, unlike minesweeper
- The "2"s are barely visible, unlike minesweeper
- The minefield is populated way too densely for this to be fun

Conclusion: I think I'll just go play actual minesweeper instead, seeing as how it comes with Windows and all.

jimjam271 responds:

Thanks for the response!
The minefield is to populated by default. I'm lowering it, and fixing some other things right now.
I'll be adding a difficult setting later, but until then, I will be changing it to a lower spawn chance.
I would like to say, I remember first click mines, but you aren't the only one saying that so I'll see about changing their spawn to accommodate this.
Thanks for the comment!
I'll make a game worthy of your time someday, you just wait!

The puzzles may be simple so far, but they are definitely coherent and intuitive. Well, one of them wasn't, but only because I had a bit of a brain fart. I thought that the "sliding colours" puzzle and the "big globe, small globe" puzzle were just one puzzle, since they were on the same screen. I face-palmed when I looked at the walk-through and discovered that they were separate and I solved the "sliding colours" one incorrectly, lol. Maybe make it more apparent that they are discrete puzzles?

Other than that, great work, d00d!

ainarsa responds:

Thank you Monkius for your valuable feedback!

Lol, not bad!

ainarsa responds:

Thanks!

не твоё дело

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