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58 Game Reviews

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all was going well

Then my directional controls packed in; nice.

probably

The most disappointing ending in the history of the world. Didn't your 2nd grade teacher ever teach you any of the golden rules of storytelling?

bugged

Encountering same bug as 'DoodKickass' - if I turn off the music I can do one or two levels before all the zombies appear in a space of one second and maul me before I can react. I've played this game countless times on NG, I don't know what's up with it all of a sudden.

Hey, look

It's minesweeper, but all flashy!

Minsweeper is one of my favourite games, and I like how you've tried to emulate and expand it, but the clicking system is pretty flawed when you're trying to keep the flow of the game up with your pace of thinking (although I don't have any ideas how to get around that).

Everything else is perfectly fine really, the ability to set custom game dimensions like in the origional Minesweeper would be nice though.

artificialgames responds:

Thanks for the useful comments. I have added the control and alt left click abilities now to overcome some of these diffculties.

Having custom dimensions is a good idea, perhaps ill implement that in Monkey Mines 2 :P

blasphemy!

Pac-Man never hadthat many extra lives.
The ghosts dawdle around, instead of relentlessly persuing Pac-Man and beating him around corners.
Where are the sound effects?
Where is Pac-Man's depressing death animation?
Why can't you seem to use certain corridors of the maze?

You just can't call this a Pac-Man clone. :(

TriForce12 responds:

I know about all these faults, and have no control over them, apart from the sfx. I revoved them because they were awful, like loonytunes or some crap.

not bad at all

I liked this quite a bit. The way your turret rolls around and the lazer scores singe-marks in the ground are both very satisfying, and at the start, so is killing enemies. However, the dual-facet aiming system is pretty clunky, and you soon find yourself just spinning around, taking out the 20 enemies 2 feet away from you shooting you into swiss cheese. It would have made a lot more sense to make this game mouse-aimed, and just buffed the enemies the rebalance it. When every drone spawns it comes in at at a completely different angle and at at different distance; you would need to practice hard to adjust to aim against that before you could play the game effectively, and that's not a commitment many gamers will make.

I know the powerups are there to make the game fair, but does it really make it more enjoyable when you're not doing any of the work? No, no it doesn't.

Indigon responds:

As I said below, the game is supposed to be like this. Wait until you get into further levels, then your aiming skills really matter :)

I consider this

The moment where flash adventure gaming suddenly became the best it was ever going to get. With the Up Chuk pilot in production I don't think Rocketfingers will ever see the time to make a full return, so I consider this in reverent tones as the pinnacle of...amazingness.

I kind of ran out of steam there.

oh damn

This game has the addiction factor. It has almost no substance to it, but that's pretty much a plus to these types of things. It's just the kind of thing you want to get BETTER at, to master. It's like a fog that masks the actual flaws of the game...but I can't help it, I like this thing.

this could

Only have been devised by McMillen.

It is actually really good, the controls are mostly accurate and the puzzles suitably infuriating for a game like this. You put plenty of thought into little gimmicks and side-jokes, I appreciate that in a game developer. The art, as usual, is extremely clean.

I think that the liquid programming however, really could have been a little more conservative. My computer can breeze through Source engine's best efforts to turn my screen into a hurricane simulation, but it can't process 300 squared pixels of green featureless puke. It could also be a little less viscous; your puke shoots out of you at high-velocity as required for some jumping puzzles but when trying to aim with some accuracy, you just end up making a giant pile of the green stuff on the other side of the screen that bonds to itself with atomic force, thus you can't go over there and get it unless you have sufficient puke to breach whatever's between it (you won't).

If I can teach myself how to utilise the power of vomit better, I would enjoy this game much more. However, when my computer is put under the equivalent strain of that of my delicate chest cavity under a dump truck, I just can't appreciate this fully.

I loved this

I really did. It's got extremely clean art, plenty of nice little refences in celebration of Pico Day, and it's overall extremely satisfying to play. You added a nice little host of jumping puzzles which 90% of the time got the difficulty ramp spot on, and the whole storyline was in general fucked up, which is a plus. The actual style of the art is kind of Milburn-alike but I'm not going to make dull accusations of style-duplication because for this, it really works.

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Joined on 11/12/07

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