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View Profile lordsthief

33 Game Reviews

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Easily the most fluid flash game i've played to date. The animations flow perfectly into one another. Near the end of the game is where I felt this began to show its true potential - battling evil ninjas with my wicked pencil-combos has never felt more satisfying. (Not many other things feel that good, either) I was rather sad to see it end, however - the story was great, but a bit simple, and I felt that you were just inches away from something I'd have felt fine with spending $20 on to play on a DS, PSP, or other dedicated hand-held console.

Add more boss battles - they're where I think you have the most room to grow. The final boss was nice, but only having a single such battle the entire game is what made me feel like it had further to go.

Not sure what to say.... game seems to have bugged out for me - no new foes are spawning. I'm around lvl 30 if that has any chance of being related, and died... oh.... 5 times? Its a good game, though... the controls feel a bit slow, though (speed, not response).
Camera feels a bit weird and the invisible walls feel a bit claustrophobic on the sides, though gameplay feels like it certainly has potential.

solution to your "no diagonal movement" problem

you can change the shoot-key to be CTRL, rather space. this doesn't conflict with the arrow keys.

overall, I must say that the game felt very basic. none of the weapons had any personality to speak of, AI drones had virtually no AI... I can overlook the gray-scale, but if you're going to use that color scheme, there should be some critical reason for doing so.

slow overall gameplay

very well done, but the game plays out *very* slowly until the final two levels, where it suddenly jumps pace and the player is suddenly rushed with 100+ foes. Very nice work on the final boss. Game played smoothly and the game mechanics were sound. I'd recommend you have some bosses that look a bit different, however. (you have multiple species-looking smaller space-craft, but the bosses all follow the same general style). Planet development was a bit lacking, however. It was a unique concept, but I would have appreciated more steps to the terraforming process that progress at a faster pace. Also, some more plannet upgrades (IE: spike on chain, volcano-cannon, etc) would a welcome refresher from the current two. Some notification about what powerup you just got would also be usefull, I'm sure 95% or more of the people who got a nuke pressed the button to activate it when there were no foes on screen just to see what it did.

all in all: quite sound game mechanics, beautiful visuals and effects, and a charming presentation. Plenty of room for improvement, but that's true of every game.

hard as nails

frelling diamond-tipped nails.

gets a bit old replaying 30+ seconds because you got killed by an unpredictable attack that kills you if you aren't in the right area before it begins.

Excellent

Too many games fail to be unique. Not only does this game take an freshly original and unique take on the classic Atari arcade game of falling asteroids, it then continues the variation (though sadly only once) by pitting you against the aliens while flying from one planet to another. It was short, but this tiny gem can be forgiven that for its sheer brilliance.

some minor issues.

hotfix needed. remove() button actually switches to item 1, not null, which seems to be one to the right of what is chosen by pressing R on the <--(R)--> menu

EPIC REVIEW. orriginally by Joe (aka lordsthief)

no variety, no tactics, god-weapons with inf ammo..
these are my biggest qualms. The game has an amazing foundation, and I feel that there is a lot you can do with it. I can tell you already put a good deal of time and well spent effort into this.

However, back to my issues.

the game has one focus: you shoot ships from behind your invincible-never-over-heat shield, using weapons (cascade missiles x4) that turn the opposition into pulp without any effort or skill on the part of the player. This could be made much better through the elimination of the god-guns, and by replacing them with weapons that are actually unique and realistic. firing 500,000 missiles in 10 mins of grinding is not possible with a craft of that size. Let me suggest some popular alternatives: micro-black-hole cannon, fireworks launcher, flame thrower, micro-drones to convert opponent to your side, etc. What you need is weapons that other games don't have

So, what else did I feel was missing? asteroids. I know one mission was inside an asteroid belt, don't get me wrong, but I just felt something was missing. Something insanely awesome: collision. You didn't have to dodge indestructible asteroids! That had, in my ever-so humble opinion, your best opportunity for incarnating the essence of awesome. also, all the enemies came from the right and moved to the left. None came from the top, none came from the bottom, none flanked (they have numbers after all) and came from behind, they all came from the right. and they NEVER posed a challenge. What fun is it to sit in one place, just watching your shield and checking for the occasional explosive? I should actually have to worry about getting hit. Boss battles should be a frantic duel of the fates, not simply an event where I run up with magical shields, and blast away for 10 seconds, doing 1000k damage a second, half of which by reflecting the boss's own shots.

I understand the novelty of the shield, and I support the mechanic of reflect vs absorb, but they need to be less god-like. Let in a few shots through the shields, make them only last 2 seconds at max, and for GOD'S SAKE, DON'T LET THEM TURN SHIELDS BACK ON THE INSTANT THEY GO OFFLINE!!!

And now I come to the menus. Honestly, the first time I had to quit mid-game I was terrified: I couldn't find the save button, and i wanted to finish before I reviewed. (can you tell?) I suppose It could be called my fault for not knowing it auto-saved, but still.

Now, there is a very commonly brought up point about the recycle system: it is archaic and a pain to use. Unless your goal is to give this generation tendinitis, you need to rework it so that you don't have to click on an item, and go down to click recycle to recycle it. recycle duplicates is nice, but a recycle all is better. The equipment seems to be sorted by rarity, which is nice, but needs to be divided among weapons and shields. I would suggest you also add other categories for things such as armor, engines and the like.

The different pilots were a good idea, but served no real, tangible purpose. There was a semi-noticeable difference between them, I assume, but not pronounced enough to warrant playing one class over another. This brings up another problem I have with the galaxy view: you can't go back up to the main menu, or even up to view pilots. Now, this ties in well with another problem I had: the whole equipment system.

I never liked the fact that these puny scaps of metal you shot down had god-weapons. If they had them, why not use them? It is my opinion that only bosses should have decent weapon drops, and the rest be junk.

why though? here is my solution: You add a 'hanger' tab to the galaxy view. This would be a way to easily switch which pilot you want to use, as well as SELL SCRAP PARTS to buy working parts for your fighters. hanger-sold parts should be better almost as good as the part you got from last boss.

Obviously I'd have liked voice acted dialogue, but Sonny has raised my internet expectations too high.

fighters should have less health, swap chars when dead. w lim

Didn't get it at first

took looking at the comments and looking back up at the T rating.
Like everyone else though, I believe, I thought she was just a girlfriend at first... story made no sense to me, and I was about to rate a 4/10. Then I looked down and saw it was about drugs.
That's a VERY deep metaphor. Also made more sense, seeing as this was a front-page entry. Not to mention that it completely changed the story. I don't know... It's a great piece of work, but I personally would have taken a more direct route to criticizing heroin. Maybe make the girl actually your GF and then being about a struggle to give up heroin and turn your life around.

But who am I to talk, huh? great job on this!

great features......

very hard to play though, frustrating controls. The tripping and stuff should be implemented into every game however. MAJOR props for that working so well!

I am Joe. I founded Hammer Studios, a amateur game dev team working in UDK. http://www.youtube.c om/user/HammerStudio sChannel

Joseph @lordsthief

Age 31, Male

student, game

Centreville HS

Joined on 11/20/07

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