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Flash Reviews: 10
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All Flash Reviews
10 Reviews | 0 w/ Responses
I would have rated this game much higher, but a game that's based on luck at least needs a working randomizer, and whatever you're doing, it doesn't work. It's ok if that spider occasionally hits that dragon. It's not ok if creatures routinely lose battles they should by all rights win.
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it's a really nice idea, but somehow it's very hard to see what you're up against (green on green and very tiny) plus the fact that your options for the first mission are already so limited that combined with the other factors, it's downright hard. Learning curve WAY too steep, in my eyes. Ditch the planes in the first mission. Would have loved to love this game as the idea is really something original.
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but after a while, it's just an exercise in frustration. Prices for advanced towers are too high to keep up with the ridiculously high number of hit points. Suggestion: Allow tokens to be spent to increase interest rate.
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"Here's what to do to make this worth playing:"
*Fix the upgrade screen or make it clear why certain upgrades, while affordable, don't work
*Increase the size of the ships
*Decrease the time of the cooldown, we're talking a starbase here!
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the execution is hampered by too chaotic a gameplay, leading to frustration and undesirable factors increasing the difficulty. Invariably, when you're chasing the judge, he will pass a sycophant and the very clumsy controls will cause you to lose the judge while trying to hop over the sycophant. Likewise, you'll get hit by toadies simply because the controls work only in a very rough and clumsy way. Suggestions: Try to make the controls cleaner and reduce the number of sycophants and toadies a bit, and reduce the width of the area so that the judge has less space to roam.
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Too many fights
Period.
I hope you don't plan on making an example out of this series of how not to do it.... It's taking forever to actually get a finger worth of the story, so how do you want to grip someone?
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If this were a true negotiation, alright. But customer refunds for broken merchandise is an entirely different ballbark. She might be a clerk, but definitely not a "customer service clerk", and her company is more likely to go bankrupt through the litigation she causes... Wrong example for the right idea.
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As others have stated, the frequency of bad draws is atrocious and ruins the otherwise interesting concept. As it stands, I'd call it unplayable, as long as it should not be considered an insanely difficult game of luck. Sorry, but you need to completely work over the frequency of the cards. If your magic is low and all you draw is magic attacks or if you only draw level 1 attacks, you simply have no chance whatsoever, no matter how good you are.
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Dude, if you want to do a series, you need to make a first part that hooks people, not one that tells them they are an incompetent klutz. You can do a cliffhanger like that halfway into the series, but not as an introduction, especially not if there is no introduction to any characters either.
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"Mixed bag with problems in "craftsmanship""
Mixed bag, really. The difficulty depends too much on good rolls and getting all the goodies hidden in the game -if you have everything, it's actually easy. If not, it's pretty hard. Problems in craftmanship: The game doesn't notice when you reduce the health of an opponent to <=0 by use of wands, you actually have to attack him for the game to realise he is dead. Also, I think the randomizer needs to be redone. It's producing way too many low results, which adds to the problem.
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