Zemro's Comments

Game comments and reviews

Siege Knight

Apr. 04, 2013

1

Secondary points: I maxed the xp talent first, and ended the game at level 31. Freeze traps will set you up for the bonus fireball damage, which can be really handy if you just want to quick-switch a spell in between other things.

Siege Knight

Apr. 04, 2013

1

Maxed Champion first and had no problems rolling right through, picking up some helpful additions from the other trees. I managed to finish the last level with a full health base by sticking to the trap set-up that served me well through the levels. I liked to start by making two rows of Archers on the far right, then a row of either baracades or Knights (depending on how much money I had) to protect them. Filling in the rest of the space with solid spike traps, except for one row of freeze traps at the far left. Shotgun and Cannon make for a nice burst combo, basically just keep firing arrows and then switch over briefly to fire the Shotgun and Cannon when they come off cooldown. At max level, two rotations would kill me a Drake with no problem. Traps should be able to handle the ground troops at full build, otherwise keep some pressure off them with Cannon and Shotgun blasts. Once you have skill points for the Mage tree, toss in spells to take out enemies and to heal up your dudes

They Took Our Candy

Oct. 21, 2012

0

A fun little game, but unfortunately I'm not really a fan of of having to start back at wave 1 with all upgrades reset. Getting classes unlocked and having a higher base stat value softens the blow, but ultimately it's not the kind of re-playability I'm looking for. That's a 3/5 from me, mainly because I can't stick to the game long enough to get much out of it.

Jump to the Stars

Jun. 26, 2012

10

The upgrade costs are way to high consider the pace of the game and rate that you collect stars. I'd suggest adding a reply button and a shop button the the end of run screen to make restarting easier. And maybe reconsider the prices of upgrades, or making them more incremental.

Reclaym

Jun. 24, 2012

1

Ugh... no level select...

Zombie at the Gates

Jun. 23, 2012

1

Skipping to the next wave is kinda bothersome, but there's no indication on how much the resources contribute to castle progression anyway which is also kinda bothersome. A progress meter there would be appreciated, just so collectecting resources feels like you're having more of an impact on things. I also find movement in the game painfully slow, and the speed upgrades don't have much of a noticeable difference. This really makes the game experience drag for me. Similarly with the upgrades, with the slow pace of the game, slow income, and small margins of increase nothing really feels worth it and just lengthens an already slow game. It's not a bad game by any means, but for me I can only give it 3/5 as the problems I have with it personally kill the experience for me.

3 Slices

Dec. 15, 2011

3

Freaking finally, managed to get the 2-Slice 1875% without having to attempt to perfect that ridiculously precise trick for 100% on 14. In case others want different levels to focus on, here are my final percents: 100 95 80 72 100 100 72 91 100 100 100 100 100 70 100 95 100 100 100 100

The I of It

Jun. 09, 2011

2

I got myself stuck, literally, in one of the puzzles. Could really used a reset button or something as I'm unable to get out.

Ninja Painter

May. 29, 2011

2

It'd be nice if the next level button actually sent you to the next level instead of returning you to the level menu. Being able to just go level to level like that would be sweet, and you could always have a level select button for people who want to go there.

Arkandian Crusade

Dec. 23, 2010

-1

It'd be nice to see the roll for damage as well as the roll for hit. Especially since you don't really know how much benefit you're really getting from your other skills, except for ones that relate directly to hit chance.

It's not perfect, but I really like this game.

MoMiner

Dec. 13, 2009

0

Would be nice if it displayed the level of upgrades you've already purchased (Perhaps a way to see how much for the next as well?) Additionally, I'd prefer an option to reverse the left and right, but that's more a personal preference than anything else.

Pandemic: American Swine

Jul. 28, 2009

0

Really, really boring, I just don't really feel involved in the game anyway and waiting for stuff to happen takes waaay too long.

Ragdoll Laser Dodge

Nov. 21, 2007

0

4/5 It's a good game, the direction change of the lasers was a nice touch. The only things I'll comment on are that the slowdown power-up work for both your character and the lasers in keyboard mode, while I could easily move the character full speed in mouse mode after snagging the power-up. The other thing is that the amount of friction between the character and the floor/roof seems a little high. Otherwise, great game.

Bactemic

Jul. 15, 2007

0

Good concept, but I found the execution to be lacking. Sometimes spawning right on an insta-death location is definitely a negative. Along I found the control lacking, perhaps an 'each arrow key is a direction' approach instead of a 'Accelerate, decelerate and turn' approach would make play a little easier. Also level boundaries, and perhaps larger levels...

2

Love the music, definitely an addictive tune. The animation for Mr Fancy Pants is good too, especially the hair.

The Last Stand

Jun. 21, 2007

0

The game was good, though I found the firing a little sticky... you could point somewhere and shoot, only to find out you can't aim that far. Some sort of arc indicator, or a larger arc would be nice.