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28 Game Reviews

5 w/ Responses

It's a pretty sweet idea, though it feels lacking in terms of the code's finer details.
I'd like to see you reduce the time for the insects to de-spawn, because having so many objects on screen made the firing rate slow down to the point of where the spiders were basically useless.

I had 8 spiders who went from firing a solid line, to chugging and struggling to fire 2 each second. All the while, the insects are not slowing down, they're all conglomerating at the bottom of the tree, more and more are spawning while there's dozens of dead ones littered about, the insects haven't gotten any slower, but I'm struggling now to keep going.

Because of the way that the insects spawn and de-spawn, it dooms you to failure, no matter what.

Johnsanity responds:

Thank you for your very critical(good critical) feedback! I had no idea that this lag was happening. I just recently ported this to the web from windows. I never had this issue on the windows version, and I didn't test-play through the whole game on HTML. I've never done a web game before, and I didn't even imagine web would have so fewer resources. Seriously, I probably wouldn't have caught this for a long time if you hadn't said anything...

If you're still interested, it is beatable even with the lag, but you won't win either way unless you figure out a trick in the strategy for the last wave(or 2) that allows you to survive and eventually finish(granted once you survive the strongest wave once, it's not really worth playing anymore, the ending isn't pretty or really satisfying). Here's a hint: for the finale only, rather than buy upgrades as fast as possible, buy them only when you need them to not die.

I think this game is fantastic and you've really hit the nail on the head in terms of an idle dungeon crawler.
Everyone else here has said just about everything I wanted to, but I would like to ask if you're willing to apply an update that let's me be on another tab while my heroes do their thing.

I noticed my progress is incredibly slow or not happening at all when I switch tabs.

Anyway, great job and thank you!

laFunk responds:

I'm not sure if I can fix that but (at least in chrome) if you open the game in a new window (instead of a tab) it continues normally.
Thanks for the support!

It's a nice game, it works fine, but I found a few problems with it.

To begin with, the movement speed alone is enough to bore players into not wanting to progress to later levels. This is also the same for the hit speed, as the animation resets each time, making combat more of a chore than satisfying.

I find the jumping mechanic to be awkward at times, as executing a well timed double jump is incredibly difficult, and it leaves players struggling to adapt to the mechanic you've put into the game, when they've been conditioned over many years to jump again at the top of the first jump, not as they're ascending already in preparation for the second jump.

The upgrades were nice, but I don't think there was enough, as with so few upgrades, and even with max health and attack, enemies still feel like a mindless slog fest of back and forths, hoping you survive long enough to heal after.

I also thought that the sound could have used more variation, as while a drone is certainly spooky, it's rather dull and doesn't carry much weight to it.

There's also a major bug in which if you decide to "gut" or "search" whilst falling or in the middle of a jump and you manage to catch an enemy at the same time, the animation never stops. You're forced to suicide to get back into the game, but the character never actually leaves the screen, they remain there, repeating the action over everything else indefinitely until you reload the game.

Either way, I did enjoy playing this, and I hope you use your experience making this game to help you in making future games too!

I liked the concept, but I felt that the execution of it was poorly done. I think the game could have benefited from more polish, considering it's a very simple game, with a mechanic that has some appeal to it, it's a neat time waster, but the music needs a mute option, the reject hit box should be properly defined (I was throwing away two things at once for a long time before I had to put my mouse cursor where the hitbox roughly is). After a while the whole deduction stuff doesn't seem to matter at all, I don't particularly care that my wife bought lingerie and then tried to off herself the next day, nor do I care that my useless son tried comedy and failed so badly that they charged him for the privilege.

I think you're definitely on the right lines as to how something should be, I just don't think you're quite there yet. Keep at it though, I'm interested in seeing what you can do with the experience you've gained from doing this.

It's a great concept, the jumping feels good and responsive, and the way the world can change with the luck system is a neat addition. My problem with it is that having the 'E' key as shoot feels incredibly unnatural. Considering that there are a plethora of other keys available, it seems like somewhat of a poor choice in mapping, for comfort, I'd suggest using the J, K, and L keys as opposed to trying to fit all of the core mechanics close together. Keep up the good work though, the music's a cool addition and the concept is actually pretty sweet!

duckbridge responds:

Thank you, yeah I guess it's because we mostly play with the arrow keys and then use E and R, but you're right, because it's a bit close together if you use WASD. We'll add the additional key bindings!

I really enjoyed playing this and I sincerely hope you get greenlit. I've knocked off half a star though, but that's because of just a few minor issues that perhaps you could think about tweaking.
I feel that the increase each year is a little bit too steep as it goes on and it doesn't give much time or spare money to be able to buy things to help out the workshop such as better chairs and so on.
Additionally, I didn't really know how to (or even if you could) sell furniture and items that you no longer needed, which meant that I was dumping chairs and couches all over the place once I'd upgraded.

And I agree with killer6531 in that prestige should have a greater impact on the patience of clients.
As the old saying goes, "You can have it fast, good, or cheap, but you can only have two".

In conclusion, I can't wait to see the final product and I hope you're proud of what you've accomplished so far. It's a great little time killer!

Abolutely solid game, despite playing with a trackpad, it was still pleasant to deal with and I didn't mind having to stop and then shoot as opposed to being able to run and gun.
It's rare you see an isometric shooter of this quality on Newgrounds and I sincerely hope you guys are very proud of this.
Well done to you all!

soapcreative responds:

you played with a trackpad! wow even we who built it dont do that haha

thanks for feedback. It's really made the team feel good for xmas and new years

It's nice idea, I think the game's very well polished. I don't care very about pay to win in terms of items and so on, though I do see why it upsets some people. My issue comes with the ridiculous wait between days. On average, I can complete a day in about 3 minutes, this means I have 12 minutes to wait for the next day and this takes away from the feel of the game entirely, it goes against what a game is meant to be and quite frankly, I find it insulting that my own enjoyment is stifled because you wanted to make sure a game was elongated to a ridiculous proportion.
I don't feel as though I deserve to suffer through increased boredom or be made to pay, it's akin to holding the player hostage.
I have to give you three stars because it looks very nice and it plays very well but even that is a high score considering I only get to see the game once every 12 minutes.

I thought it was great, I really like the idea of this game and it comes across well, my only issue is that I hoped there was more of an "allegiance" modifier.
I was gaining the trust of one particular person so that they'd always defend me while I'm busy supporting others for their trust, but even though they almost completely trusted me and I always made a point of defending them whenever they were attacked, but then they go and turn against me, and since I've spent my time making that person trust me, no one was left to defend me and they certainly can't defend me against their own accusation.

It wasn't that they didn't trust me, it was more that the ones whom attacked you were the ones who already trusted you.

Either way, I think this game is great and I'm definitely looking foward to a sequel.
Very well done.

Good, but not great.

I find your games are becoming increasingly hit and miss, Nitrome.
This one is another miss for me unfortunately.
While your games are great for what they are, they just don't seem to grab me anymore and I find myself playing your games now because it has your name on it and for no other reason.
May I suggest making a game that you feel genuinely invested in? I'm not saying you don't care anymore, but there isn't that old Nitrome flare in your newer games that you had previously, it sort of feels as though you're going through the motions and making games because you have to instead of wanting to.
Anyway, just my honest opinion.
In short, 6/10 and 3/5

It's about time... We wrote this song for you.

Age 31, Male

Hitman

None, I'm a college boy now

Leeds, UK

Joined on 7/30/08

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