00:00
00:00
Kwing

738 Game Reviews

176 w/ Responses

15 reviews are hidden due to your filters.

I thought this was a joke when I first played it. In fact, I still think it is. From the obnoxious little jingles to the fact that your luck seldom ever rises above one, there's really nothing in this that can even be considered a game. Maybe I just don't get it. Or maybe you should have actually included a tutorial somewhere in your game that said something more than "click stuff, things will happen."

All I noticed was that I had no way of controlling what I uncovered, unlike, say, Minesweeper which gives the player hints which can help them logically determine things. Without any guidance, it's more like drawing from a deck of cards than exploring an area. Moreover, the combat system is impossible. You click on an enemy to deal damage, get countered for missing, and have to hurry up or you'll take damage. This would be nice if enemies didn't have a tendency to screw you royally. For instance, some enemies respond to an attack by dashing out of the way, meaning you can only hit them one at a time. If you try to be cautious, you may encounter a bomb and unwittingly cause your own death with your slowness. The only way to learn is trial and error, which would be fine if the game were more fun to begin with, but it's not.

Some randomly generated games are fun. This isn't one of them, the reason being that it takes far too much control away from the player.

Surn responds:

lol

I felt my brain go numb playing this game. The graphics are redundant, and the cubes come down at the same speed rather than being randomized. The powerups are dull, the bosses are VERY dull, and above all it's just repetitive. You shoot a bunch of things that mindlessly come down with no attack or movement pattern of their own, collect powerups, and repeat indefinitely. Sadly there are no portals to be found in this game either - that could have been easy if you'd made missed shots fly across the side of the screen or something.

I thought this would be about hex colors. This is very dull. The colors seem to be modified by prefixes like "light" and "dark" and frequently I'll see something that I will guess correctly only to think that the game is full of shit - I encountered a white panel that was considered lavender. Kind of a pain in the ass, really. I'm glad it was as short as it was, but this is way too hard for what it is, especially considering it just isn't fun or worth the effort.

Menus look overall butt-ugly, which is ironic since this should be about recognizing subtleties.

I liked it a lot. The Fishy influence was strong here, but this game is a hell of a lot faster than Fishy! I liked that there were different movement patterns - the green viruses moved randomly like the worms, but the pink blobs actively chased or ran from the player (luring them away from green viruses was thrilling), the larger teardrops moved sporadically, and the evil amoeba had gravity wells. This made the environment much more adaptive and dynamic than the original game.

My only real issue was that the difficulty was fucking intense. I had a larger creature spawn right in front of me multiple times, which really sucked. It felt as if there was a minimum distance the organisms had to be from the player in order to spawn, but that distance should have been extended in the direction that the player was moving. It would have also been cool if you could observe larger creatures consuming smaller ones, similar to flOw. I also hated that the gigantic pentagons did literally nothing but move around very, very slowly. In the end they killed me because they blocked off about 70% of the screen and I began taking risks to rush out and grab food because I was bored. A very anti-climactic end-game. Surely there must be more ways tricks that the enemy organisms can have - projectile attacks, eating other critters, merging with their own kind, working together to surround the player, leaving trails of acidic slime?

I would have liked to see the player's rotation change to fit the direction it was moving in, because as-is it appears as if the player is just sliding. This game could also benefit from more attractive buttons and animated backgrounds instead of imported photos.

Very fun game but it seems almost as if you planned for players not to be able to make it to the end. My final score was 12090 and I feel like I would try again if I thought there was more to the game than there is now.

Way too fast. This needs to start off slow and slowly increase in speed. I also don't like that there doesn't seem to be much more to this game than procedurally generated squares that act as obstacles. No powerups? No other hazards? A smarter move might have been to make the maze itself a minor nuisance and add in stuff like bouncing balls that pressured the player from a different angle.

Auto reset bro. I don't think much else needs to be said. The game is fun, the controls are pretty responsive, but this has unforgivable issues. The difficulty was also pretty sporadic - I noticed a few very easy levels following tough ones.

This game is imitating other balance games and does it badly. You draw from a semi-random shape pool that increases with each successive challenge and the only difference in each challenge aside from that pool is the amount of time given, leniency for losing pieces, and the height that you have to stack to. There isn't nearly enough variety. Many games have pre-existing environments to build around which add more flavor, this does not. I beat one level by spiking a tall piece down on top of a tower that was almost about to collapse and I still won.

Also, things balance way too easily. I have a feeling that pieces are completely ignored after a certain point, otherwise this game would be much harder. There really isn't much to this game. You hope for tall pieces to maximize your score and balance the pieces slightly without there being any sort of puzzle element thrown in.

Very original idea, I liked the simplistic graphics too. I would have liked to see a minimap or zoom option, as sometimes it was difficult to play when the circles got so big that I couldn't see where I was going. I also felt as if the game was a little more linear than it looked to begin with - certain things are placed strategically so that you can just perfectly make a jump by holding down a single button, and while that increased the level of puzzle-ness to the game, it also meant the game required less skill at points. I also felt like things slowed down way more toward the end, where individual objectives were so hard to meet and required pushing big clunky balls around. Fun while you can still rock back and forth fast, but once it gets hard it also gets boring. I would have liked to see some kind of time trial.

The mechanics feel artificial to me. The ridiculous amount of grinding involved to get maximum stats is dumb, the upgrades themselves defeat the purpose of speedruns in the beginning since you can just go back with higher stats later. Aesthetically it's nice and I like the upgrades and gameplay, but there's just no replay value to it unless you want to grind to get everything and THEN try to do speedruns. This game feels very commercialized, as if it's going through the motions of including upgrades and a currency system, when what it really needs is a mechanic that motivates the player.

Once upon a time, water taught itself how to feel pain.

Age 29, Male

Software engineer /

United States

Joined on 7/24/07

Level:
48
Exp Points:
24,720 / 25,580
Exp Rank:
604
Vote Power:
8.86 votes
Rank:
Police Captain
Global Rank:
4,293
Blams:
367
Saves:
1,736
B/P Bonus:
16%
Whistle:
Deity
Trophies:
4
Medals:
2,265
Gear:
5