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154 Game Reviews

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Excellent DS style game

It never ceses to amaze me how inventive people can get with stylus control.

For me, it only suffered a little lag, and it would have been nice to hear some enemy pain sounds, especially on the multi hit generals .

One of the more innovative things about this is that it allows you to develop you own style, but the down side is that most enemies can be easily defeated with a well timed low slash. Even then the balancing was of a professional quality, and a 10 was sertainly more difficult than a 1 in the strategy section.

In the action section, I would have made the focus be more on stealth elements, with the enemy loosing site of you behind bushes, and up in trees. This is an element that was lacking and would have made this game really pop. In fact, the action sequence could have had alot more done with it other than the bow and arrow, you could have had the ability to use other enemy weapons, and adding muti-teired environments could have really set up for some cool ambushes and sweet combos. Having some way to advance the hero would have also been nice to see, especially some of his stats like slash length, and slash power.

This would make a perfect beginning to a great series of games if you polish up the game play a bit. Still, very cool and very deserving of a 10. :)

This realy got me going!

This flash taught me all of the neato tricks for fooling flash games. some I already knew others were surprises! :D On level seven, i used an Art tablet to get my mouse to move quickly enough. And I have a theoretically solution to 10, that involves a bit more tinkering on your control panel this time with the mouse speed, and some accessibility options. If you go into accessibility options you can set an option called "Cursor keys" They basically turn the number keys into controls for the cursor. in this way, and in conjunction with the Ctrl cursor locater trick, one should be able to beat this level. I couldn't do it but the trick may lay in using a combination of traditional mousing and this method.

Well programmed

This game is excellently programed, and the multiplayer aspect also very good. I've only seen one other game with the same level of multiplayer functionality and not only was it no where near as good (and of a different genre) but it lagged HORRIBLY.
this game has some lag, but only of the kind you see in most MMOs.

If i had to pick one thing to improve, it would be to have more and varied background art. and since you included a VERY good art kit with the level editor, this is a minor quibble indeed. I would have also liked to see the ability to edit the colors of some of the blocks, to more closely match the mood and feel of my levels. So really, if you do a sequel, just add more types of blocks. That's about it! :D

Cat hearder

This is like herding cats. At first its manageable, but as the levels progress you REALLY need to have some thing that separates out the planets. Even a larger planet that you could place would have helped out. As it was, every time I wend to circle a group of planets "4 or more" as you say, I'd invariably "clip" one that happened to lazily drift into my line.

as I see it there are several solutions to this problem:

1) Make it so the line REPELS planets as it is being drawn. This could help with herding as it would make singling out groups a bit more manageable.

2) as I said above, include one or more objects in the star field that can be placed by the player that the planets bounce off of.

3) Make the cursor either repel and/or attract the planets. It doesn't have to be a whole lot either, just enough to alter their trajectory slightly.

4) Purchasable power ups would be a good idea as well. Perhaps the ability to make temporary negative gravity wells where ever the player double clicks, or some kind of planet "type magnet" would be good examples. You could even make the above ideas purchasable.

Make improvements

For the sequel, eather make all moving platforms "cup" platforms, add save points or increase ground friction to the piont where the little blob won't move if the player doesn't actualy command it. While staying on one of those rounded platforms may be physicaly possible, it requires the reflexes of a cat, AND EVEN THEN you have to get the button presses right at PRECICELY the correct moment. If you are even a micro second off you'll ooze off the the side. Having that little margin for error is just plain bad game design. If you do that, the game would be a lot more fun, as the puzzle element can shine through unempeded.

Glitch

I beat the boss, but then I got no more objectives. Was it because i blew him up with a nuke? Any way, let me say i waited for it. I killed 4000 of those blasted things waiting for the boss level to finish and give me my next objective.

After many times playing it

I think i found the problems you need to address:

First, A level code generator so that you can at the veryleast CONTINUE FROM THE LAST LEVEL REACHED.

Second, you need to have a "Flip Key;" One whose specific porpose is to flip you back over when you end up upside down.

Third, the damage bar should only register when you impact with things, NOT when you are merely upside down.

Fourth, provide a level map, or a quick level fly by, so we know what we are up against. It's one thing to navigate, and quite another to navigate blindly. In short, take a lesson from "Wone" and add a "Zoom in/out" feature.

Fifth, foward should be mapped to the right arrow, reverse should be mapped to the left arrow, pitch should be mapped to Z and C repectively, (X for boost is fine BTW) and that means that you can map somthing usefull to the up arrow and down arrow. Might I suggest using them to cycle through...

Sixth, Power ups. Nothing major, a grappleing hook would be nice, or perhaps some type of more grippy wheels, or better brakes, that sort of thing. If you MUST keep the dammage bar, at least let us upgrade our armor, or add wheels to the roof so we can avoid turtle death.

Blew it

I almost got there, but blew it on the last try. XD

This is adictive

The only problem is that, while catchy, the tune gets repeditive after oh THE 20th FRICKIN TIME IT PLAYS. >_<

However, ifyou use more catchy tunes like this and mabey cycle them, or give them an on/off button that would be awesome.

Also some sort of scoring system would be nice.

Infact add these things:

Gravity on/off
Sun/planet generator (what ever the large balls are called) you can make up to say...20
Make an option to increase or decrease the size of the planet/suns
Allow for setting the generation point manually or have multiple ones/allow the user to create his/her own
and mabey add repeller balls.

I found a glitch

I was in the reload practice and, just as the round statred I was redy to click on the clip. Well I really wailed that thing into the gun for a good time and the CLIP DISAPEARED. Poof! Vanished! There was know way to stop the level and go back, nor did the timer run out so I had to shut down the game. YOu shouold probably fix that.

tomylee responds:

Wow, i have tested the practice levels like 50 times or more! really!. Im gonna check out that, and fix it :)
Thank you for letting me know it!. Hmm, i dont know why it dissapeared... that´s weird :S. Well, gotta see that!
-tomylee =D

Age 42, Male

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Waterboro, ME

Joined on 4/2/04

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