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DiMono

388 Game Reviews

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11 reviews are hidden due to your filters.

There's nothing to this "game." I didn't lose a life until level 9, and in a game like this your score should increase with every piece of "debris" you pass. Instead, you can only get points for grabbing the bombs. Once you reach level 10, the game stops behaving as expected, with debris hitting you inside your shield AND with powerups not being collected sometimes when you pass through them.

It's an okay start, but it needs a lot of work.

I like it. It's simple, easy to understand, and quick to play. I have some doubts about a couple of the achievements though, specifically the "Flush" ones. Since the game is basically predetermined, the "Flush" achievements really just come down to how much patience you have, rather than anything related to skill. Getting through the difficulties quickly, sure. Getting through them each 20 times, why not. But ones that essentially come down to "play enough times that something happens"? I don't really see the purpose.

The "Get All Achievements" achievement seems to be broken. Aside from that, this is a great little time waster with some nice, relaxing music. I like it.

Good idea, poor execution

The point of a bullet hell game is that surviving relies on fine control of the cursor. Having the object lag behind the cursor like it does in this game totally defeats the purpose of that part of the game, making what could have been a fun game become nothing but frustrating instead. I'm on level 14 now, and I might come back to finish it at some point, but only because I'm a completionist; not because of the game itself.

I found a bug

If you change the board, and then leave to a different screen, when you come back the barfly will just sit there and never ask for another drink.

Otherwise, it's a nice straightforward game with no moon logic. I like.

It needs an ending

I started playing the game yesterday because the idea intrigued me: can you humanize a zombie? As the plot progressed, tension was built up. Then, right at the point where the plot SHOULD climax, it just turns into a sandbox game. I'm gonna be honest, after putting 6 hours into the game and staying up until 3:30 in the morning to finish it, I felt ripped off.

I would argue that when you reach the final log and have 100% completion, something dramatic should happen to bring the story to a close. Maybe someone finds the bunker and you get rescued? Maybe the zombies break loose? Maybe you become infected after your long exposure to the zombies, because you slipped due to fatigue and got scratched? Hell, maybe you just simply run out of zombies and move on?

After putting as much time into playing the game as it takes to get to the end with 100% completion, there really should be a payoff. We gave you our time, you should give us some closure.

Evil-Dog responds:

"We gave you our time" lol
I gave you 3 months of work and you gave me 6 hours...
Name me 1 single game where the 100% completion mark is the game's ending.....the ending is always before that and you got it when you killed everyone in the base....why do people want something special after that...I don't get it. It's an open ending to let you play as long as you want and the series and the story isn't finished. Allen will continue his adventures...in another game. I know what you're saying just don't push your sense of entitlement.

This is bad

I started playing this because it said it's a Game Jam game, but then I noticed it was one of yours and lost interest. The graphics are terrible, the controls are poor, and the game randomly restarts the first opx level if you jump into the wrong place after having turned around. Penalizing the player for knowing how to play the game is always, always, ALWAYS a bad idea.

VioletVulpine responds:

That's great

Really, really buggy

Blocking is delayed, so you actually have to push spacebar about 2 seconds before you're going to need to block. Further, on the right side, eventually every enemy ends up stuck to the right of the hump, so by the time I died there were easily 15 of them over there and going in was a death trap. As was jumping to the left, because there isn't enough room to block before the keypress delay wears off, so basically no matter where I went I was going to take a hit. Add onto that the fact that I'm pretty sure the next wave was starting before the current one was over, and that there's no apparent use for the shield powerup bar, and it's really not a very good game. It could be amusing in a more polished state, but as it stands... not really.

Here's the problem

After about the halfway point, the timer goes down so quickly that whether you can get past the level is about 95% dependant on how many special balls you get, and what colours are around them. Especially after level 10, it's simply impossible to keep up if you're only clicking regular combos. While I appreciate what you're trying to accomplish with the timer, it works against the enjoyment of the game.

Not bad, I guess

But as soon as you get the five-shot gun you win. All you have to do is spam-click and get out of the way if there's a stray shot coming at you, and you can keep going indefinitely as long as you don't give up. I stopped at 20k because I finally decided I was bored enough not to care any more.

Deploy the... I think it's a yellow button... it's usually flashing... it makes the engines go... WHOOSH!

DiMono @DiMono

Age 43, Male

Website Developer

Toronto, Ontario

Joined on 9/8/04

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