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Deathwishez

107 Game Reviews

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No Achievement for beating a level in UNDER the minimum?

I was able to be Level 8 with just 2 bounces.

Iffy game at best.

The crying got annoying though.

Bah!

Laggy transitions, stupid easy death, restarting from previous rooms, options that don't work, controls that don't feel right, music that's beyond annoying, little to no actual plot, fish change color every time the room is entered, what else is wrong with this game?

I know you tried, but apparently not enough. I'm quitting.

Too Laggy

Okay game, but I can't stand the lag.

I'll come back once I can lower the quality.

Perfection

No complaints. Encore, encore!

Needs Improvement

Good graphics (Nice tool tips btw), however, there's several things that are lacking.

How about a "Total Troops" stat? Perhaps a way to buy more than a single item at a time? Also, Lumber Mills, Quarries, etc, should have a limit of 10. That will help prevent loopholes. Also, the Pig Farm thing didn't seem to effect my food income.

Another thing that would be nice, knowing the success rate of a mission before embarking on it. Oh, and the "Quest Summary" doesn't ever add up with the actual quest stats. It'll say "We found some loot", but it's not shown. Also, not all of your men should die. The description tells me how some people died, and I think it's fair for those people to die. There's this thing called retreating, I think that if thousands of people die, the rest are going to get the hell out.

The stats of weapons and such would be helpful. I feel that I'm buying things, and I'm not even sure if it will do anything.

As for the trading, your exchange prices are outrageous. How can mushrooms be so expensive, but nearly worthless when you sell them? Go make a graph that tells you how much of what is used for each item. Basically, get a good idea of how much each item is actually worth. Then, compare that with your natural income, and current stock. This will make it so that when you have nearly limitless lumber, it's nearly worthless. If you have only one gem, it should be much more valuable than if you had 5,000.

Lastly, why give us experience if we can't do anything with it? Yes, allow level ups. Create a skill tree. Perhaps skills to increase certain natural incomes. Maybe an "entrepreneur" stat that allows you to buy things for less, and sell things for more. Maybe skills to lower troop costs, building costs, etc. Your level should show your true worth, and it should inform you just how good you'll be up against a high level dungeon.

Overall, it's an okay game. It's just that there's a bunch of little things that add up and make this game undesirable. I'm know I'm not alone here. Just read the other comments, and you'll see the main problems. Fixing these shouldn't be hard, It's just formulas and such. If you fix all of the little things, this game could become something spectacular.

I expect an update, version 2, sequel, or what have you. You've got some good ideas, don't let the little things bring you down.

Much better

It has a decent story, or at least a cheesy reason as to why we're doing this.

Also, it's a lot harder. I like it that way.

Needs Improvement

It's a good game, but there's tons of room for improvement. I've found a good bunch of bugs which should probably be looked into.

Here's some suggestions:
- *BUG* Sliders on Boss 2 cover up some graphics, put it on a lower layer
- *BUG?* Frozen Blobs on Boss 3 can still preform global actions
- *BUG* Boss 3 Killed himself by placing a rock on his own square
- *BUG* Shield doesn't always work, at the time, I had just used Night-Vision, I was also facing north
- *BUG* Boss 4 sustained more than 3 damage, as there were two bosses, the counter didn't support this
- *BUG* Hole card doesn't fade out when it can't be used (Only witnessed on the
level where you obtain it)
- *BUG* Night-Vision goggles don't always work on the turn they're equipped
- *BUG* Blobs cry "Traitor" when a ricocheted-by-friendly shot from an enemy kills them
- *BUG* "Restart Training" Button appears once any world is completed
- *BUG* Boss 6 can kill himself if pushed away from the center
- *BUG* When a level is failed, you sometimes see the map before the world menu
- *BUG* Boss 7 has hearts at the top even though they're not used
- *BUG* Boss hearts appear in the editor without a boss
- *BUG* Boss 2 sliders appear in the editor without the boss
- *BUG* When testing the level editor, the baddies go first, when the human usually goes first
- *BUG* Different buttons can be pressed to change the function of the game when they probably shouldn't be able to be pushed
- Better AI
- More oblivious AI (It seemed like they knew where the mines were)
- Restart Level option
- Levels get increasingly harder
- Incentive to earn medals (Like special cards or something)
- Have points/medals less dependent upon the number of blobs left
- World Numbers on the map
- Breakdown on how the point system works
- More enemy types
- Undo button
- Special abilities
- Discard feature
- Ability to create your own deck
- Store to buy new cards with points
- Cards that involve manipulating your opponent's cards
- A 2P Option (Just trust they won't peek)
- Directional attack, instead of just where you're facing
- Double/Triple/etc Kill awards
- More methods of turning a blob
- Movement cards that move your opponent
- Isometric Battlefield (The 2D is really dull)
- Backgrounds to support the battlefield theme
- In-game storyline
- More Achievements (One Blob Kills All, Victory in One Turn, etc)
- Rewards for earning achievements
- Card lore section
- Click'n'Drag ability in the editor
- Terrain tiles for good looks in the editor
- Ability to place bosses in the editor
- "Evil Mode" where you play as the bad blobs and bosses
- Irregular shaped battlegrounds
- Different battlegrounds for each level
- Better encryption on the saves
- More unique SFX on the buttons

I hope my review doesn't stop you from making a sequel. Because of the room for improvement, there's more than enough reason to make one! Despite the simplicity and list of bugs, I somewhat enjoyed the game, and I'd definitely try out the sequel.

Argentin responds:

We fixed most of the bugs you mentioned
Some of them, were intentional "bugs" so they didn't needed to be fixed

Woohoo

I just made it to 100,000 points!

I died right after that. :c

This needs a reset button, and other things. I'm sure you know that this isn't that great of a game, but for being nostalgic, you get bonus points.

Good, but....

The penguins need better AI. They should find the closet turtle, and chase it. If there comes a time where another turtle is much more closer than the turtle they're chasing, they should abandon that turtle, and chase the closer one.

Also, when it comes to obstacles, the penguins are absurdly stupid. I know that they need to work as obstacles, but it heavily reflects upon the penguins' stupidity.

My recommendations:
- Add hot keys for the skills
- Display what stats your current skills have (you can only see the better ones)
- Be able to launch your penguins at different times
- Add an influence feature, where you can click and drag an arrow or some other notifier, and the penguin will follow the steps that your mouse took. This way, penguins still get stuck on occasion, but you can manually free them up.
- Add a Turtlepedia (Encyclopedia) that shows you the different stats and special abilities of the different turtles
- Invest into more music. The current theme is great, but it's just a theme. You should have differing themes for the title, level selection, shop, and a small random selection for the fighting, or each area gets its own theme.
- Add an Appetite (or another similar name) stat, that increases the amount of health penguins receive when they kill a turtle

There's still plenty of room for expansion, so I'm expecting a sequel from you. Other than the few bothersome attributes of the game, I really enjoyed it. This game is unique. Finding a unique game gets harder and harder these days.

Not your average gamer.

Age 31, Male

Game Designer

University of Texas at Dallas

Richardson, TX

Joined on 3/18/06

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