Pyrewraith's Comments

Game comments and reviews

Balloon Invasion

Aug. 14, 2014

1

There should be a confirmation for "return to map"

Dynetzzle

Aug. 08, 2014

3

This fills a great niche which really hasn't been very well explored - puzzles that directly drawn from spatial reasoning. Would love to see more shapes added to this, as well as allowing for ways to distinguish the nets more clearly.

Dojo of Death

Jan. 18, 2014

3

The controls on this are either poorly coded or poorly explained. Because I'm having many times where I'm clicking and not doing anything, or clicking and only moving about 2 pixels.

Magnetized

May. 15, 2013

1

Fun until it hit the point where the degree between over and under shooting was less than a fraction of a second of thrust.

Muay Thai Fighter

May. 07, 2013

0

Tip; don't describe your own game as 'great' right in the first sentence. It reeks of desperation.

pentapuzzle

May. 05, 2013

1

The controls should be reworked. Too easy to flip/rotate when wanting to try and place.

Developer Reply

Which browser are you using? I mainly use Chrome and have no issues. If you left click and hold/drag, then you will move the piece without rotating. Otherwise a single left click with rotate and single right click will flip. Thanks for playing.

LightTree

May. 05, 2013

0

The sound is so annoying that it turns me off wanting to play

Ufoider

Nov. 07, 2012

0

Would be a 4/5 if it didn't have the absolutely terrible steering. With mouse-hold for steering; 1/5.

Jacksmith

Oct. 01, 2012

-11

This game seemed alright until it came to crafting bows. There's really no way to judge just how much the string will stretch that I've seen, makes it nearly impossible to craft anywhere near decent bows, and that just ruins things for me.

Mech Ops

Jul. 25, 2012

-9

Couldn't see a mute button, so not even playing this. Tip; if you're going to include music, and especially if it's not going to have a mute button, use more than 4 second looped track. That alone is getting this a low score.

MoonType : Episode 2

Jul. 24, 2012

1

The biggest issues with this are when words are obscured by others - like when a ship which shoots smaller htings as you is hidden behind a nonstop wave of other smaller nonfiring ships. Also the font is a bit hard to read at times (couldnt figure out why I kept getting it marked wrong when typing 'hall' only to realise that it was 'hail').

ir/rational Redux

Jul. 16, 2012

1

The message scrawled in red on the wall is not possible to logically complete - the assumptions are flawed to the point of being non sequitur, nothing can make that correct.

Developer Reply

You don't have a make it true, just logically valid.

Endless Migration 2 DEMO

Jun. 21, 2012

7

The scale of things makes this less interesting than the first; it's way too zoomed-in on the flock. A full flock takes up a huge massive percentage of the screen, making evasion pretty much impossible and maintaining said full flock more about luck than anything else. Definitely need to back the camera off a fair distance.

Crush Thine Enemies

Jun. 20, 2012

4

Too few upgrades and they are too expensive relative to the money you're accumulating early on. It may as other commentors state be fun later on, but it's too much of a grind to find out.

Paladog

May. 21, 2012

-17

The levels where you're randomly given abilities/units to use ruin this game. Spend all the time customizing/advancing your character only to have it matter completely not at all and be pure random chance.

Dead in 60 Seconds

May. 04, 2012

-12

If the controls weren't so absolutely terrible this game would be quite a bit of fun.

Monster Master

Apr. 28, 2012

5

The random aspect of combat is just absolutely terrible.

Out of wind

Apr. 27, 2012

0

This is completely reversed. The windmills should be the gears which are turning, and the one which starts turning should be the goal. Apart from that really jarring mistake, it's not a bad puzzle.

Fixation

Apr. 27, 2012

4

The text appearing/scrolling right or up is a terrible way to have it - makes it very difficult to read while it's appearing. Text should always be fixed once it's appeared, if more text appears the text which is already in place should not move.

The Last Shelter

Apr. 20, 2012

4

There's an annoying trend in these style games; 'put the locations you can build on in the most awkward places.' Makes it too much of a puzzle game with only one solution, and having to repeat over and over until you find that solution.