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Kwing

766 Game Reviews

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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.

There's a major problem with your power being random every turn. There's practically no strategy left. If players could manage their flow of power (bide their time vs. more points right now) it would actually be fun.

Addicting, but rather threadbare of gameplay. All you do is roll the damned dice. There's no strategy at all. It would be cool if you could hold onto a roll for later or something, or if doubles allowed you to remove one card of your choice, or possibly any factor of the doubles. As it is, it's pretty brainless, even if the luck factor makes it addicting.

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

Age 30, Male

Software engineer /

United States

Joined on 7/24/07

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