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johnsoma

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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?

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 :)

It takes far too long for anything to happen in this game. Putting aside issues like only being able to move one unit at a time or not having a mini-map to keep track of everyone. It's just not clear what you're supposed to be doing. Like, if trees produce resources on their own, why do workers exist? At least the game looks nice.

Team-on responds:

Thanks for critical feedback. Yes, mechanics pretty poor, because I overestimate how much I can code for gamejam

The idea is really cool, but while it works well enough for a game jam entry, I do think it is kind of janky in it's current form. Sounds like you know that, and are thinking about making a sequel with what you've learned from this. I'm all for it! Hope it all works out!

PsychoGoldfish responds:

This guy gets it

I love how every enemy has a unique animation for killing you. It's just that extra bit of flavor on top of everything else.

I apparently showed up just in time for the new patch, so I can say that the controls feel tight and responsive now.

(best score: 122)

D-SuN responds:

Thanks for playing and commenting on the patch! Good to know it feels snappy.

You've got some real talent as a writer. There is so much detail to this game and the objects you can interact with, and the game boy style actually works great for the stark horror feel.

I did find one bug. After cleaning the Angel's Eye and putting it back, you can redo the sliding lock puzzle for it's hiding place. I didn't finish redo-ing the puzzle, but I'd assume it would break the game somehow if I did.

@Shadowriter I was able to beat the game, so it seems like you might just be stuck. Did you get the flashlight and use it to light up the area outside the house?

LynxIeles responds:

It shouldn't break it cause the Clean Gem is actually on a different line of code and there isn't a reset option for that. It would let you wash it again however.

Neat idea, and the powerups add just enough variety to keep things interesting. However, high score (and seemingly difficulty) does not reset after dying, which hurts the replayability.

Starryman responds:

i launched a new update that (hopefully) fixes these errors

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.

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