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Game comments and reviews
Dec. 21, 2013
Over all it's a decent game, but it falls short of being great. Even from a lunch break adventure standpoint. Having played not necessarily the atari Asteroids but the DOS one I was expecting more of a progression form that. Specifically to add a bit more charm starting with forward trust only and no mouse controls and then providing those as upgrades I think would had push this game above and beyond.
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Decent but not great is a fair review. With upgrading games, the I have to be careful not to make the player too weak in the beginning. A frustrating first level means no second level.
Jul. 26, 2010
Three iterations of the game and you still haven't learned how to make the mouse cursor visible when not over the game? I'm disappointed.
Jul. 15, 2010
Wait just a mite. What happened to Pete's sister? D=
Jan. 24, 2010
Fantastic puzzle game! I like that the levels can be challenging but are rarely frustrating, and even then a short break fixes that. I'm not particularly happy with the graphics, they tend to get in the way more than helping. It also feels like the light gets stuck at times, which is scary D= Despite that, I'm still having a blast so (5/5) from me =D
Jan. 18, 2010
Wonderful spin on the Jezzball formula! Overall the selection of enemies is solid. Just as a suggestion, you could teleport the spawn when it gets captured so the game doesn't have to favor it (I understand that's probably much easier said than done). Good fun, sir! (5/5)
Jan. 12, 2010
A bit late, but: re: colorblindness, you could let the user choose their own colors.
Jan. 01, 2010
The graphics are polished by too bubbly for my tastes. I'm far more impressed with the great technical design! The Stereo channel muting in Bubbas room? Phenomenal! (5/5)
Dec. 24, 2009
Ok, guys, -this- is a Valkyrie: http://ratemyserver.net/mob_db.php?mob_id=1751&small=1&back=1 Just saying.
Dec. 23, 2009
Not bad, but it lacks much to set it apart from other avoider games. Obviously some polish would help (I recommend Kiwi brand polish). Notably I found the instructions to be more irritating to the eyes than helpful (I'd suggest animations for applicable parts when you hover over them). Some physics would help (e.g. green marbles bounce off you, or at least push you. Maybe break on each other.) just don't go overboard. Props for the small sprites, it's nice having room to move. Overall (3/5)
Dec. 19, 2009
Creative game, but a little to twitchy for the area it's confined to. I like the weapon switching (and selection, good variety), although it seems a bit pointless to limit the weapons given how easy it is to bounce around until you get what you want. Graphically it could use a little polish. For instance I never did figure out what the Gold bar represents (I think I skipped over it in the tutorial accidentally). I like that the spawner lets you know what's coming next, even though I didn't find the differences in color particularly noticeable. Overall I give it a (3/5). It's an interesting idea, but it's not quite there.
Dec. 18, 2009
Did you know? This game has no win or fail conditions so it's not really a game but an interactive movie.
"Don't you love the awful blue gradient background!?!?!" I sure don't :< At the very least I was hoping for something that was equally as aesthetically pleasing as the first. Aesthetics fail is all I see. =/
@XLNT: Did you never get a particle in the outer shell because of random chance or because you didn't keep enough particles in the inner shells? It's not the game's fault if you're consuming all your particles with a reckless disregard for strategy ;o
Dec. 16, 2009
Idea: Instead of only being able to attack core breakers from the outside shell you should only be able to attack them from your core. I don't know how you'd balance that, but it's a thought.
Dec. 15, 2009
A word to all the people who only play one or two games before giving up: It's got a pretty steep learning curve. Give it a fair chance before giving up on it! A word to SnowFlavored: รผber long laundry list of suggests is now on your shouts =D
Dec. 14, 2009
77315 : Top score ^^ Too easy ~mocks brau ;)~
Dec. 13, 2009
I love the simplicity! But it loses its charm after a while. I'd love to see some action elements (e.g. more expensive playing area, more teleporting, being able to release your block, to name a few). Also, if you could add some RPG elements, maybe a turn based combat mode... (Hint: The last two are facetious ;) (5/5)
Dec. 05, 2009
Creative game! I'm thinking a random map mode (that allows you to replay a generated map, mind you) would be a fun addition. Also, hot keys for items would be fantastic. It's kind of annoying to have to mouse to the side and back. Beyond that the menu is a little hard to visualize (i.e. it's hard to tell there are only 3 levels).
One thing I forgot to add: I can't figure out if power ups are dropped randomly (in which case they shouldn't be timed) or if there's some unwritten rule about how to get them to drop (kill every ship in a set). Either way it's frustrating not knowing just how much risk we need to take (if any at all). Just a thought.
I haven't gotten very far in terms of upgrades, but at level 2 they seem pretty neat. Other wise? It's just so dang busy. Add onto the business the twitchy, sluggish controls and it's just... Frustrating. I wish it were more actiony and less like fishing. (3/5)
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