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sixflab

618 Game Reviews

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Fun game

That was fun and funny at the same time. The Hydra battle from the begining of God of War 1 was a perfect idea to make into a game and watch game. Also, I was pleasantly suprised by the timed-button finishers. That was definitely awesome.

Good sequel

-The game itself rules, quite a major improvement from Music Catch 1, where really the value lied in simple yet crisp graphics and an amazing musical score, but really had no interesting gameplay. Love the new selections of different graphics and patterns, gives this number a lot more replayability, although, the game is quite mindless when you're just moving your mouse to collect and avoid certain shapes...

-Backgrounds would be nice, I think an animated star/cosmic thematic background would compliment the serene atmosphere perfectly, maybe a snowy background for some songs, a sunset, clouds, etc. Pitch black is good but adding more versatility by exploring this option would definetly be a plus.

-To continue with my point regarding the overly simple gameplay theme, I'm not a developer so I don't have any solid, in depth or specific suggestions that I can really elaborate on, but something that involves the click of the mouse to incoporate with the gameplay would keep players mind sharp, while not taking to much focus away from the audio and graphical side of the game. I was thiking of blending in concepts from games like "Firelies" by Bubble Box or "Boomshine" by Danny Miller. I think including chain reactions and colorful but light explosions within the next update would make this game a shinier gem than it already is

Beautiful

-My first reaction to the game was the song. It was unbelieveably beautiful, perfectly timed with the launching of each and every colorful shape. Sometimes as I write this review I think back upon the music and is rendered speechless. In my belief, that was the best choice of song for this game, which really lets the Grand Piano shine in this piece by Issac Shepard.

-Next I would like to point out the quality of the game. Its not as choppy as some games, and remains true to the song in pattern, and timing. I especially love the three-dimensional effect the shapes make by falling into the darkness. This is expressed by the shrinking size and the chainging colors to dark- which really told me how much you paid attention to this simple- yet compelling game.

-Now I would like to point out the shapes themselves. They were cleverly chosen, and I like the idea that during the post-climax and the rising action of the song that the shapes slowly got bigger and the power-ups became more common (AS well as the downgrading red shapes). I like the colors you chose for each shape, which clearly distinguishes what power they give the player- unlike some games where power up colors are too similar of a color to be even told apart

Fun but some issues

Nice spin on the whole "you're a virus kill everyone" game concept. Obviously, its more fun killing than saving, but the complexity of game pretty much makes up for it. You gave us A LOT of options, though many of them seem useless. You seemed to emphasize the goods and bads of the panic system, but I don't understand it: it increases your income but also increase the cost of EVERYTHING by even more. I see absolutely no advantage gained from this since you'll be at the brink of loss and have no money since everything is at an extreme cost. Better explanations for somethings would help. for example, the road blockade. isn't this a "100% no one can enter" thing or not? I've barricaded entire states with it and they still could get out. another item would be the military support with airports and seaports. There can't be looting in these places, so what's it for? Honestly, the game is very good and a great member of the pandemic series, but it is very complex and can be very befuddling to new players, especially when the explanations aren't specific.

Glitchy

Most glitchy game on the net! Playing the game I had to work harder to find a way for it not to glitch then to find a way of winning the race... You can not win this game no matter what you do it ALWAYS messes up on the final race... frustrating.

It's good

bit slow, though. But that's really my only complaint (and I only just now read your author comments, warning that it's not terribly fast-paced. I should've paid attention earlier, no?). The idea's great, the art is fantastic (if sometimes jumping's a mess between not knowing exactly where a cliff face "is" and where Quark "is", etc.) and it was really fun to play, the first runthrough. Classic quark? Awesome. Which reminds me, I also rather enjoyed "Awesome" as a secondary bar to "Karma." And the game's storyline, especially the ending, I found rather interesting. I'll probably come back and play this all through again sometime, and I'm sure I'll discover a ton of stuff I missed

If you make a sequel

The expansion capabilities to this game are relatively endless. But an important piece of advice if you do end up making a sequel is to keep in mind that people are rather picky about sequels. they commonly expect it to be the exact same game but different at the same time. so keep to the general idea of a very simple RTS game while adding neat little changes that keep people interested (like new environmental hazards/ powerups). this is just a suggestion to keep in mind if you decide to do a sequel.

Addicting

-At first I felt it was a bit lacking, but after I realized I had stayed up for another hour and a half later than I wanted to stay awake playing this game, I realized that this was pretty enjoyable.

-I loved during some parts where it became somewhat realtime. It was pretty awesome and added an interesting challenge. It happens when you get stunned or confused (I think) and I had to quickly reply with my defense that purges my negative buffs. It made it rather exciting.

-I like the idea of a realtime cardgame-like game. Even if that was not your intention with this, you really should expand on this. It was really cool.

Some issues

In the Rooms, the Devil was more avoidable, and its fire killed the zombies too! I didn't see the bastards drop over from this fiery breath-like attack. If you wanted us to build a "fort", there's not enough barricades and turrets for that, they get amortized too fast :-) and there's really no time for "planning" or even counting how many this or that we have... only if we leave one or two fellows around, but even they can destroy the barricades/turrets desired for the next oncome.

Great Game

played completely through the first one and I must say it was great. It's sad and is strictly emotionless as we try to fill our world back with emotion. I bugged out at one point when I jumped off an elevator it brought me back to the title but after this review I might try and finish it again. As you go along though it's interesting, it may say no this and that to prevent a single soul from feeling one bit of emotion. But you're the one person rebelling, going along the whole way, creating color for happiness, depression, love, it all. And as you go along it makes you believe it's all for the girl you love. It's a simple game but it's got a strong meaning.

I'm a pretty laid back person. Like some things about the new design but still like a lot of things from the old one :/

Age 33, Male

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Asheville, NC

Joined on 6/30/07

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