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Monkius

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*spoiler alert*
Having both numbers and colours on the "hints" really screwed me up, and the bottles of oil or whatever on the shelf didn't help much, either. Having discrete hints for both lock-boxes would have been much less confusing.

How come there were no people with machine guns coming after you at the end? I'd imagine that's what would happen if one stole a plane used to transport "bags of powdered sugar"...

selfdefiant responds:

Lucky I guess! Thanks!

I like how things are combined automatically. It gets past the whole "bat-shit insane logic" thing that most point-and-clickers have. (Ohhhh, I have to combine a tire with an octopus to make a generator.............. What?)

The fence bit was a little bit weird in that you had to click twice. Would have probably been better to have arrows you could click on, whenever you had to move the character.

I like how the "submit" lights up when you get a code. Maybe don't make it case-sensitive, next time? I had a bit of a "WTF?" moment on the first code-box, but it only lasted a couple of seconds, fortunately. Lol.

Didn't quite understand the "purple" portion of the puzzle in the area with three targets, and had to guess it. Green and blue made sense, though.

I liked the last puzzle, it was pretty clever and took some absent-minded clicking around to solve.

This flash is crunk, fo shizzle!

JackAstral responds:

Ahaha thanks dude!

...

A meteor shower has destroyed the entire city and my house, and I somehow made it out alive, into my miraculously-unscathed back yard? Okay, I'll suspend my disbelief. *Just this once!*

Some hints for the key and the knife would have been nice.

selfdefiant responds:

It could happen. :)

This game could (er, did...) make a grown person squeal like a teenage girl...

I like how the game slows down slightly when a distracting firework signals a change of level. I'd like it more if the bonuses were the same way, though; I found them hard to catch and even more distracting than the fireworks, which was especially frustrating on "so cool" or "wow difficult"...

It would also be cool if I could submit my scores for different difficulty settings independently.

Netforza responds:

Hi Monkius,
Thank you for your feedback.
When fully upgraded bonuses fall like a shower. So slowing the game for each bonus is not an option.
Each bonus is a risk you can either take it or just ignore it.

Kind of a bittersweet ending... "Yea! You fought off the locals... That means we've strong-armed them into submission and are free to desecrate what remains of their already-troubled planet!"

Sigh, humans... :(

colburt187 responds:

haha, yeah, kind of tricked you into that eh.

This game runs waaaay slower than actual Minecraft does on my computer... It looks substantially less sophisticated than Minecraft, so that shouldn't be. Do you have it so that the entire level is in memory at once, or is it only loading a certain area around the character? If the former is the case, you might try the latter in order to get the game to actually run at more than 8fps (and that's after turning the quality to "low" in the right-click menu...)

JackAstral responds:

8 FPS? Wow lol. The game is set to run at 30 FPS, but I normally get about 20-25 on the high quality setting.

The main reason for the lag is that each block refreshes all at once...which isn't exactly the best way I could have programmed it :b I'm looking through my code now to determine a way to reduce lag as much as possible in the next patch.

I realise this is a short game for a contest with a deadline, but you could have put some kind of message into it to tell me I won the damn game! Lol, I forgot all about the "Potato 6S" and was up to almost day 100 until I remembered the phone... Only AFTER I clicked the phone does it tell me I have reached 100% reputation. It should tell me the instant I get it, so that I am not grinding out better weapons and shields and what have you.

Anyway, I think you should finish off this one and re-upload another version that isn't limited by a deadline; I think this game shows a lot of potential as a "casual RPG".

feyninja responds:

Thanks for your suggestion, pretty sure Cybob will be back with more improving in a future day.

I'd have liked better it if the game's response to movement inputs was a little faster. The character must be obese, since it takes him so long to get up to speed, and he can't run very fast... The odds aren't exactly in the little guy's favour, what with him wandering around in a zombie apocalypse. Good thing he has explosives!

I also came across a bug (or I think it was a bug, anyway) in level 2, where it said there were 3 zombies left, but I could not for the life of me find any of them... It made the unresponsive controls and slow movement speed even more frustrating...

SevenCreative responds:

Comments taken on board regarding the slow movement. I guess I was trying to make it so you couldn't just run to avoid the zombies and need to be more tactile, however maybe a middle ground of faster acceleration would suit. I will add it to my dev list.

Thanks for taking the time to provide feedback.

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