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johnsoma

234 Game Reviews

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This is one of the first flash games I ever played. Somehow, I never realized that you were the guys who went on to make Sonny until now! Everything great about Sonny is present here too, though maybe not as refined. I'll let that slide though, because of how old this game is and how it still holds up great.

EDITED: The problems I was having before were due to glitches that have now been fixed.

RNG is a cruel mistress here, and you can often die before getting anything good. But every so often, all the luck and long-term planning comes together and you become an immortal god of nerds.

There was an old flash game from the 2000s that had this same concept, where you used your towers as the walls to create your own maxes. I'm happy to see that that concept holds up all these years later.

I did run into a minor visual bug where, if you finished a mission while the sniper action is active, the crosshairs will remain onscreen until your next mission. The UI also seems pretty basic, though I do love the level select flavor.

Great work here! I'm eager to see what gets added in the future.

(also, you spelled 'strategy' wrong in your tags)

bluemath responds:

Thanks for catching the tag misspelling.
Snipe crosshair bug is on my list to fix. Yes, UI will have more flavor in future too.

UPDATED 12/22/21

The art is great, dynamic music is fun to have, and there is a good variety of enemies to fight. I complained about the overly large resolution before, but that's been fixed. Game is still laggy for me, but since none of the other reviews noted it, I'm thinking it's a computer-specific issue. Props for addressing criticism and adding new features, even if I'm not able to experience this game at it's best.

Noc-Tech responds:

So since this I've updated the game's size to fit better as well as made a plethora of other updates if you'd like to give it another shot.

Basic, but fun!

Error report: if you die and restart, only the level two checkpoint actually works.

ahmadkalach responds:

Hey, thanks for playing :) i really appreciate it
Maybe you're not clicking the continue button?

I can get as far as the character info screen after pressing play, but then the buttons don't work.

What a bizarre movement system. I feel like it can be mastered, but it's beyond me for now.

I love the idea of every upgrade also buffing the enemies in some way, so you get to pick your poison. You can sometimes get the same combination of upgrades and downsides on both choices. Maybe you can re-roll the options if that happens in a future update.

There's not a lot here right now. No music or sound, only a couple of upgrade options and one enemy type. Maybe I'll update this if more is added.

eniotna308 responds:

Thank you for trying the game and leaving feedback!

The movement sure is unique and I'm quite happy to have a result like that. It's very raw right now and there are a couple things I can consider to make it more manageable (maximum speed, easier to brake...) but first, I want to gather a little bit of feedback.

Preventing the same combination on both side is on my list of small improvements and tweaks to make.

It's a small scale project but there is still a bit of work to do before it's finished. There will definitely be more enemies and more tweaks to the gameplay, maybe even a boss after a couple of waves. Better art, sounds and music are not a priority since they are not my main skills. Once I'm happy with the content and gameplay, I'll see if I want to polish it up or move on to something else.

UPDATED 5/19 due to my issues being addressed The game didn't get harder over time like it does now. That makes this a different beast than it was on launch. It's still pretty basic, but I like it a lot more now.

Best time: 20 hours (in-game, of course)

Extar responds:

Thanks for the review, glad you enjoyed the game. To answer some of your questions:

Gold is just a number, I preferred the game keeping track of the good items you threw away rather than them just disappearing.

Regarding the camp, the goal of the game (at least the way I envisioned it) is to get through as quickly/efficiently as possible, resting to full HP/AP between fights is a slow, steady way of getting through the game, but eats into your game time.

I've updated the game now so enemies get harder the further you get into the game. Each hour that passes in the game makes the enemies stronger.

Sometimes there can be one last item you're looking for, but it's a rogue-like you're going to get RNG'd frequently like that. Enemies drop items when defeated, so that's another way of getting some extra items without just descending through loads of levels (not a smart strategy now that enemies scale). An average playthrough should be about 15 minutes and I've beaten Hard in under 30 game hours, so it might just be that you had a bad run.

Anyway, thanks for playing :)

This has potential! The idea is interesting, and the art is clean. The background moving with the mouse is a neat trick, though I'm not sure what exactly it adds to the game. It's kind of basic in it's current form, but it can be certainly be expanded in later chapters. Maybe you would need to learn about the next hellhound before you met them? I'm certainly interested to see where this goes. I hope you do more!

(also, you spelled 'fortune' wrong in your tags)

This is cool! Reminds me of Geometry Wars. I both love and hate the idea of making your ship bigger with each power-up. Means that you eventually reach a point where you can't reliably avoid damage, but you can also tank hits and spam bombs. I feel like there could be at least a couple more waves before you reach endless mode, but it's a delicate balance with this game's systems. Nice work!

(best score: 829)

I generally keep to myself. Grew up with flash games since I was a kid. In addition to gaming, I'm also a solid writer.

Age 31, Male

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