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Game comments and reviews
Oct. 26, 2016
It's alright. Can't say I'm a huge fan of the voices though. Miiiight just be my personal bias. Everything else is pretty decent though.
Jun. 15, 2016
It's great early on in Orwell's farm if you can get your ducks in a row. Shush, I know it a column. Shush.
Feb. 15, 2016
One of the big changes I feel would help, is removing the bursts for the levels. You're always blowing em all anyway until you can satisfy the order, so why not just remove the timer so it's not a click mash within 30 seconds? Feels like a pointless mechanic that I feel doesn't add much to the idle experience.
Feb. 13, 2016
There's a lot of rough edges. If you're going to have unlocks based on achievements, please make sure every one of those work. Sandwich Artist, and when I look at the achievements, I haven't unlocked Mascot, or Sandwich artist. Considering how important achievements are to progression, I'd like to see those working.
Developer Reply
Those should be working now; have you refreshed to the new build? Let us know if it's still a problem. We need players' help to catch all the bugs :)
Feb. 09, 2016
Yeah... no. The game's a lot of rough edges, from the AI, to the way combat works. That's getting around the fact that all too often, I fell through platforms, and died more to falling off platforms than anything tangible. Completely fails for me. Could have been a good concept though. Please optimise it better.
Feb. 06, 2016
It's an interesting little single player game, which considering it's a card game? Has my attention. I like it a fair bit, it's got an alright amount of depth to it. Part of me wishes I could scrap a card out of the deck, but then again I also used my 7 sketches to sketch myself 9 meditations, so whatever. I'd love to see this grow and expand in to a more complete game, maybe even a full blown RPG. Music was pretty good too.
Thank you!
Dec. 31, 2015
It's alright, and the premise of the game is pretty entertaining. I almost feel like the controls were imprecise, or a bit unresponsive. I feel like a soft... 'clicking' would be nice, to guide you more smoothly in to a lane. Also, it felt like part of the time, I tried to enter, or exit the car, and... it wouldn't work. And then crash. Rather annoying when there's traffic coming at your face.
Dec. 20, 2015
The controls aren't as tight as I'd like, the impacts, most importantly for the Greatswords, aren't very satisfying. The sound would need to be at least a little bit louder for the greatsword. It'd also be nice if flying enemies didn't totally disintergate your HP. Even if it was some sort of i-frames for flying enemies only, I'd feel like the flying enemies wouldn't be as much of a hassle. Some more animations when attacking would be appreciated. Switching sides during an attack is very much a pain in the ass, especially if someone has low HP, and their attack takes a full second to get out. Trying to be a little bit cautious ends up making you miss an attack entirely, and if you are counting on that knockback to give you the distance you need to not die, it's a little bit unfortunate. Oh, and P for pause. A keyboard command to pause would be very nice.
Dec. 16, 2015
"Yo, boss, I know I signed on to be a boxer, but it's been an entire year and I haven't fought my first opponent!" "Shush, you need to be stronger! You aren't level 40 yet!
Oh boy. Speaking of dying for nothing...
Dec. 15, 2015
I'm only going to give this thing... 2/5. Was it fun to play? Mindless. Can I shoot to kill the healers? Not really, I'll hit the thing that's highest on the ground, so it's just 'Can I raise my numbers high enough to clear everything easily'. It's got upgrades, but it's not exactly enjoyable. The sound's forgettable, the 'script' needs to be proofread, memory leaking like a cardboard filter, and after getting the Hard badge... I gotta say that the boss wasn't well balanced. In order to beat something with that amount of HP, you need to fire solely at the final boss, or else you won't inflict enough damage before he walks up to you. The final boss isn't 'Hey look what he's summoning' or anything that requires dexterity, it's... a grindy 'shoot here, and only shoot somewhere else when required.' The game has waaaay too many rough edges, even some that seem really unprofessional.
Fantastic game. I will admit, level 5 should have been moved. Partially because it's a spike, and partially because... that spike is right jammed in a spot where you don't get a choice to go around it and come back to it. Every other level, aside from 15, and 18, you can go around, collect other upgrades, and then come back to. A really beautiful game though. 5/5, despite it's spikes though.
Dec. 13, 2015
Match 3 is match 3, but there's little skill when it's only a 3x4 for a board. I've noticed a few slow down issues. An options menu during battle would indeed be helpful, and appreciated. A flee option would be nice when you're trying to get a golden trophy, and... you have only Match-1's, and at least 4 defense tiles, and healing tiles. Not bad, but if I want to play something like this, there are a lot of other games that do it better. The story doesn't seem to be very good, the first few chapters had story elements and then... "You're kidnapped, now do random battles. Now do more random battles." It feels very much like an excuse.
Dec. 07, 2015
With only 16 levels? It's rather short. It's also very easy, each puzzle ends with "What do I hit first". Would love to see more puzzles, as well as more complex puzzles.
Dec. 06, 2015
I see everyone complaining about how 'You can't save' except I'll totally accept it as a limitation. I actually thought it was rather cool. Quite deep as well. I would have loved a way to let time pass while standing still, but given what some of the subtext seems to be, I'll let that slide. There were a few levels that felt a bit clunky, but overall, enjoyable.
Nov. 25, 2015
Seems like something I would like, but would like to see a few features implemented. The ability to see more, especially when scavenging. A tweaked AI where my speedy character doesn't run face first in to a doorway, and get outright mawled, while the melee character stands behind him going "Bro, what's up?" I'd don't know if there are keyboard controls, but it would be nice to have. 1-4 for each survivor. A lot of potential, a whole lot of potential fun, but it's hard to try and introduce yourself too. Also, right clicking in a flash game isn't a common thing, so that can really put a hamper on it when it's on Kongregate.
Nov. 22, 2015
3/5, there's spelling issues in various places, especially when it comes to your Riffle Guns, and your Inginers, and the ship moves far too slow. This is mostly a problem with the boss fights, as you can't evade a chainsaw attack, you can't move out of range of it. It feels really finicky in a lot of various aspects, even more so with upgrades. There were a few times where there were two upgrades, neither that I wanted, and I was still getting the lv 2 Riffle Gun upgrade that I had turned down more than 5 times. The ship is also far too large and cumbersome to make the game feel engaging. The waves of enemies also kind of feel like filler, almost irrelevant in comparison to the bosses. All of the actual flying and combat could be done by AI, for how simple it is. It could be a lot better, but it would need some core mechanic changes.
Oct. 19, 2015
I liked it. Felt like there could have been a Moxie stat. I've love to see something like this expanded upon though.
Apr. 18, 2015
It's a shame it took so long for the puzzles to actually explore the difficulty around the actual mechanics of the puzzle. A lot of the early puzzles feel like "Shake until each part locks in to place" and don't actually explore what the mechanics can do until at least half way through. I would have liked to have an option to turn off the overlay, so you're trying to assemble the animal blind.
Feb. 27, 2015
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