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32 Game Reviews

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Sorry

You need to find a way to reduce the amount of lag. Maybe release a copy of it with simplified graphics.

The music is nice and the game looks great. The game-play was nice when the frame-rate was high, but terrible otherwise.

Misquitos don't kill people

Malaria kills people.

Also, there is no proof that there is not or was not a bigger waterfall somewhere else in a universe.

:o

meh

The game was nice at first but got boring after a few minutes.
I also noticed that when the game is paused, things still spin and move.

bah

It's too hard; Make the cones less dense!

The collisions are messed up; While turning the car's collision mask does not rotate so it is possible to hit a cone when your car is not touching it. The car's collision mask is also too tall, so a cone a few dozen pixels in front of you can end the game.

The graphics are fine, and the music is good.

Kwing responds:

That's what she said... Erm... Yeah, thanks, I know the hitTest is buggy, I'm probably gonna get way more comments about this.

to laggy

please do not force the cursor (mouse) to be invisible, because when this game lags (way to often), I have no idea where I will be aiming. If I place my mouse out of the window, it continues to be invisible, and I have no idea where my mouse is.

The game is okay, but the lag makes it to hard.

make space restart

Moving my right hand to the mouse to click two buttons wasted alot of time.
The game is okay, but dying is to easy.

Graphics are okay.
music is okay.
sounds are bad.

7/10.

flawed

The walls should make you move down, not kill you. Unless the main character is a rocket, which it is not.

Also, this is very unoriginal.

1.

Hi5er responds:

then go make your own game fatty :l

To slow.

It took waay to long to get rewards, and when you get a reward you are randomly guessing, with almost no idea of what you will unlock. I would prefer to have an idea of what I will unlock before I unlock it. If you are worried about security (there are programs to edit flash save files), then save the reward as something other than what is acually is, or make the lock's alpha value/opacity something low like 20%.

Also, the sword recharge time was extremly slow and anoying. I don't see what would stop the character from doing a whirlwind or stab attack.

I also didn't like how small the room size was, it would be great if the room had an infinate or huge size. It is anoying how enemies can go out of the view when you can't.

Using the mouse to move is ok, but WASD controlls allows for strafing and backing up, as having the character always face towards where he is moving is quite anoying, and can lead to many deaths. Since alot of people are complaining about this you should make an option to change the controlls.

In the awards menu it took about a second to display what the award was about. Make the transition instant, or atleast make the information box fade in as the award's graphic grows.

The menu button's zoom in effect was much to slow, never make transition effects last longer than 3 frames..

The awards system is great, once I got 9 awards in one swing with the normal sword. I also got a few more awards while the other ones were displaying, and it was very satisfying =D.

This game allows you to pull off fancy manoeuvres which are very satisfying. It is also fun to watch the enemies killing thier allies.

Hardcore mode is not harder, just funner.

You use to many gradients.

This game is very nice, but there are many things that could be improved.

innocuousGames responds:

Well the reviews have slowed down quite a bit here, so I figure why not respond again. This one seemed pretty well thought out, so here you go.

The first reward actually comes very fast. You should have most likely gotten ten awards in your first couple of plays through the game. The easier awards come early, so the longer you play, the slower you'll be earning new Rewards, due to the fact that the later awards are more difficult to earn and will therefor require a longer time investment each.

As far as the randomness of choosing a Reward, I like the randomness of it. If you don't, there are a plethora of guides out there (just google Amorphous+) that will tell you which is which. They all have their value, I believe, and although personal preference varies.

If you could swing seven times a second, much of the challenge of the game would be lost. Part of the core tactics of the game is knowing the limitations of a swing, and knowing when NOT to swing, and instead reposition yourself. What would stop the character from doing a whirlwind or stab attack is that those variant attacks would change the dynamics of the game as it was intended.

The game was written in the default flash size, 550 x 400. There's really no real reason for this, other than that was the size of the original file when I started working on it. The fact that enemies can move off of the screen is a pretty essential tactic that you need to understand and master to perform well in the game. Coaxing, deflecting and evading enemies out of the play area eliminates them as threats, and helps you to survive.

Again, WASD controls are fine, but that is not the way this game is designed. The mouse-cursor control allows for much finer movements and needle-threading than WASD, with it's 8 possible directions, actually allows, and defines the play mechanics of the game. The control structure is an essential element of the game - it makes it what it is.

The delay for the descriptions in the Awards case is by design. This is so that you can mouse around and look at the awards and the art for each without the huge description box popping up for every single award you mouse over, blotting out a quarter of the screen.

The menu button's visual zoom effect does not affect anything at all and is purely aesthetic. I cannot imagine why it would matter how long this effect takes.

I'm glad you enjoyed the Award system. I do think it's one of the best features of the game, and the individual awards were quite a lot of fun to write.

The fact that Glooples are fully subject to interaction rules is one of the things I think that sets this game apart from a lot of others. There was a while that I had a sort of "sandbox" mode that had no player, and would just spawn glooples to interact with each other. This was one of my favorite parts of the game to work on.

Hardcore is significantly harder, going by the standards of time survived and bounty obtained. The more time you are able to spend in any game without being bombarded by the more difficult enemies, the more time you will be spending both alive and racking up score count. It may be more entertaining (in fact, it is) since you'll have everything thrown at you all at once, but it is absolutely harder.

I'm not really sure by what standard you are comparing my use of gradients. They're easy, fast and they add more visual interest to what would instead just be a plain color. They do have a minor effect on framerate, but not as much as you might think. If you personally don't like the look of gradients (and I'm really not sure why that would be), then I apologize, as I did use them profusely.

Thanks very much, and again I'm glad you enjoyed it!

Way to easy.

At the beginning of the later rounds (15+), the computer would spawn a few planes and missilse launchers, some cars, and then tons of soldiers.

The soldier killing was very easy and unnecisary. If you reduced the amount of enemy soldier spawns in the later rounds then it would be harder to get money, and make the game faster and harder.

Nice graphics, but the game lagged a bit..

If you let the enemy have the same attacks as the player, then the game could be fair, harder, and more interesting.

to many small anoying things

very often, I accidentaly changed bubble fields, and when I get back into the one that I was fighting on, all of the collectable bubbles are gone, which is very anoying. make the bubbles only dissapear when you are several fields away, or, never dissapear if it will not make the game lag even more...

make the enemy bubbles not draw if they are not in the view area, to help reduce lag. Also, I would like this game alot more if the bubble fields are bigger.

also remove or change the tanks that are worse than thier previous ones...

this game is way to laggy on my computer for it to have much replay value.

Also, the view area is way to small.

Increase the acceleration on all tanks, as well as the friction.

HeroInteractive responds:

Please get a faster computer.

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