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sixflab

618 Game Reviews

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Well

The main unit that you can use is the fully-upgraded Tack Shooter which you put inside a corner (preferably inside a hairpin turn). Also you need a fully-upgraded Boomerang later on in order to destroy the lead balloons, and finally you can switch to super monkeys once you can afford them. I tried using dart monkeys, cannons, spike-o-pults, and ice balls, but they just weren't cost effective compared to the Tack Shooters. The Monkey Beacon can help you if you have a lot of tack shooters in a small area, but not until late game. Also, if anybody is having any trouble in the late game (levels 40-50 or so): just use road spikes as a last resort to stop any balloons from getting past. By the time you get to level 40-50 you should have no trouble affording the road spikes.

There is much to be desired as far as replayability in this one. You've done a great job at improving these as you've made one after another.

Well

That's the one thing I miss, like bombs in balloons and stuff. I know the whole purpose is for the monkeys to destroy them, but it would be cool if there were a couple "specials" thrown in there like there is in the regular Bloons games (ie: bombs, tacks, boomarangs, etc). There is definitely a glitch with the monkey glue... Darts go right through them when they're stuck... I also wish I could move my towers after I put them down. Sometimes I place them in a bit of a hurry then wish I could move them a little bit to one direction or another, or put them elsewhere altogether. Wouldn't hurt to have some more tower and upgrade options in future versions. All in all, it's a great game though! I really enjoyed it.

Well

In most tower defense games the enemy units get stronger simply as a product of time and while theoretically you should be able to buy better units this isn't always the case and can become very difficult to get anywhere after the level has progressed a bit. Though I can't really see a way around this without making the game very easy.

Well

It is fun, everything looks nice and creative. All the different weapons, are fun. But the main problem I had was level 7, where you introduce the bombing enemies. Now my problem isn't the enemies themselves but rather their location which is behind the HUD. That is poor level design, the player shouldn't be focusing solely on the HUD since up to that point in the game everything has been coming from the right. I suggest raising the screen height so that HUD is higher than the gameplay window. Other then that, and maybe a higher drop rate for Health and Ammo, the game is fine.

Well

The gameplay was pretty complex for me at first because I wasn't sure how the system worked until I fiddled around with it on the 2nd level a few times. Upgrades were a must in this game because I could of sent my best unit, and even the regular melee knight, fully upgraded, could kill my unit. A problem I felt the Royal Guards had were that they were only most effective against Crusaders. Sure, they're MEANT to be efficient against Crusaders specifically, but I thought they'd do more damage to the other units, like the knight or priest. Sure, when I sent my Royal Guard against a knight, my Royal Guard won, but the margin that I was hoping the Royal Guard would win by wasn't much. In the end, Crusaders were the top choice of units to use in this game. Fast, powerful, and able to take on ANY unit, unless if it was a royal guard (and even then, sometimes my Crusaders would beat Royal Guards). One suggestion I probably have for this game is bosses. There wasn't a single mission that had anything boss-related happen in it. I know that it would be pretty hard to implement a scenario for a boss fight because usually a hero would take on the boss, but deadly commander would be impossible. Not too sure how to implement that.

Well

I was more than a bit skeptical when I read the game description, but as it turns out this is a very fun and wacky game. The differing speeds of the vehicles, the silly background music and near instantaneous light changing you have to do to avoid collisions (or to engineer the best ones, lol) make for a fast paced and greatly entertaining flash game. It could of used some options as far as picking the level you wanted to play if you've already played. It's very monotonous to have to replay levels.

Well

For everything Penguinz delivers, it has half as many drawbacks, half of which revolves around how the designers seemingly threw it together without considering where they could expand upon... and what they could have done without. The track loops very poorly. It needs an action-script gotoAndPlay that playbacks at a proper cut-off point, or tweak the track through a freeware sound file editor like Audacity. Don't feel bad; many flash designers fail to edit loops properly. Now, for game design, it's an arena-styled shooter akin to defense games. The swarms get bigger and bigger and you must find new ways to handle each wave of adversaries. Occsaionally, a boss proves troublesome for the unwary. This game requires more arcade-inspired mechanics to flesh it out. The game has diversity of munitions and minions, but not in environments. It's hard to tell if hills add strategic depth since character running speeds do not adjust while climbing up or sliding down. Sliding down slopes and ramming enemies would be cool. Improving enemy AI isn't such a bad idea, either. They just run in and strike from a prescribed distance, mob tactics with little chance of handling superior firepower. You can easily pick them off with the minigun. The arsenal is also imbalanced. The minigun trumps all in terms of efficiency and safety; even the chainsaw--with theoretically unlimited ammunition--is a death wish because melee doesn't work! Not a bad game overall but it really needs some things to be drastically fixed for a sequel.

Jimp responds:

Dont worry the sequel will destroy this in every way.

Well

I absolutely adored this game, It was a truly deep and engaging experience, while being refreshingly simple and easy to understand. The gameplay was incredibly easy to master and yet, the basic controls allow for a huge amount of different playing styles. It was nice and satisfying, the idea of splatting one of the things, accompanied by the perfectly chosen sound effects was just brilliant. The variety of blobs really contributed a new level of thinking and tactics, I loved the design of them all, the simple art allowed for each one to be immediately recognised due to their perfected designs. Even when you die, this game never felt frustrating in the least, each second of playing was a joy. The 'extras' like awards and rewards added yet another incentive to play the game, there are enough to keep you satisfied throughout, and I loved the various descriptions for the different blobs.

Well

This was an original concept and it was really fun to play. I liked how you used colors and shapes on each block to really help differentiate the difference between block. The level complete requirements went at a nice steady pace that was beatable if you took your time to think things through and drop blocks in the right places. It's quite challenging but that's the fun part about it. Nice calm music in the background fits well with this too. I'd love to see more games like this.

Well

I think this needs some polishing and definately some music. (I turned on some retro Super Mario RPG music and the game became 2x as good!) Procedural generated maps are an interesting idea, but rarely work well. It turns into more of a maze than an explorable territory, you know? Has a machine quality to it. I used to be obsessed with the idea of it, thinking it would make gameplay different every time and up the replay value, but it really isn't all that different each time unless you put a lot into it... I moved away from randomization in my more recent games and they tured out a lot better. The combat system was nice, except the hit area on both the enemies and the hero was a bit off. It was a nice system once I figured out that I didn't need to actually slash the enemies with the tiny knife, but it should be graphiclally sound too. I would either make the sword longer, or the hit area smaller on both enemies and hero. Either way, then I can see my attacks actually doing something. A particle effect might be another option too. What you have is really good, but I think it just needs some polishing and spruicing up. It didn't hold me for too long.

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 32, Male

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