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donramires

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Okay I'm gonna try some constructive dialogue here.

Man, first of all: your idea was nice, and you also have some sense of humour to entertain. The first screen where you roll for the random beginning scenario had smooth talk and some fun pictures all right.

But you know, the game itself is so lacking. Like some have already mentioned, this isn't quite a thrill to be played, after all there is absolutelly no interaction between game and player. No, just bars being filled up by some algorythm we have no clue about.

But hey, there's still plenty of room for improvement here! Why don't you think, for example, about remaking the scenario selection screen so that it become more player-friendly? And also,

-- A system where the player be faced with either a minigame, or a trivia, or something, right after some of the bars get filled... so that these'd increase interaction and fun to it, and the bonuses depending on what the player got from the 'card' he picked

-- Some more screen transitions, like, changing from that bars screen to others such as photoshopped pictures of the cataclysmic scenarios, or I dunno, something that gets the player interested on checking the game screen (after all if it's an idle game so the player's expected to actually have some interest on the game for having to come back and play it eh)

-- An upgrade/badges system?

Well there is still more room to improve, but these would be already a good start chap

pause button function doesn't work

What an interesting blend of concepts!

Great game concept, and it was kind of you to put other keyboard layouts! I use the Dvorak layout and always find it difficult for playing games when they have fixed KB layouts such as the asdw model for controls.

Your game concept is really innovative and interesting for the TD genre, but also it offers some quite difficult challenges such as the sometimes too fast minions' movement.

I found it a bit laggy too, but still don't know wheter it's my PC or the Unity requirement. Gonna try it at home later.

Overall, nice job! It'd be nice to see either a more 'retro' version with possibly some 'skins' (greyscale/green/yellow/TANDY /VGA etc etc monitors), and theme enemies (coffee drops, lint, bread crumbs, you know, some of our keyboards' foes lol).

Thumbs up!

seems like the balls have finally arrived at NG eh

oookay... this game has a lot of potential, but some of its features are still in need of improvement.

Firstly, the most annoying: no default number of hits for killing enemies. Seriously, it tooke me about thirty-something hits to kill that big red monster, while the second one at anoter chamber died after three, four strikes.

Secondly, the unbalanced monster spawning. Small monsters such as the fly swarm and that little red puffy thing just *appear* out of nothing, and as said before, have also no default number of hits for dying. That makes things so frustrating, because not only there's aiming and running to be done, but also the player has no clue of whether the creature's about to die or not.

Overall, nice game. Having these issues fixed would give it a fresh restart.

what fuckin' game is this cum on

gukinator responds:

Dohohoho, cum ;D

Just excellent as always, guys. Another great shot of yours.

It can be noticed that you get each game sequel to be bolder and thicker than the previous one, and that is a good point. The puzzles aren't so difficult yet, but far more elaborated than the first game's.

I'd really like to see more difficult puzzles and riddles and such. Besides that, great game!

It lacks a pause button =/

plopix responds:

Yes that's a (lazy) choice of gameplay not to allow to pause game, as I wanted the game to be half rogue half idle, meaning an idle game where you will game over no matter what. I really wanted the player not to be able to prevent the worker from rioting after some time, and to be out of control like if they where having a life of their own (like tamagoshis) so I did not included pause.
But I think I will turn it into something more active and conventionnal in an eventual sequel (or rework), and thus, include a pause button (and more active things to do).

Edwin Fox @donramires

Male

Boardgame Designer

Germany

Joined on 8/16/09

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