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sixflab

618 Game Reviews

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Loved it

I love your games, they're always fresh, new, and addicting as hell. You know how to reel in a player and keep them playing. At least, that's what it's like for me. This game is amazing. It's unique, and easy to understand, yet it gets quite challenging in the later levels, especially if you want to get 100. I love it, I don't have anything bad to say about the gameplay. It's perfect. The graphics aren't anything flashy, but they don't need to be in games like this. They're simple, and perfect for what the game is.

Two thumbs up

-The art, storyline, and in-game justifications are all smoothly done. Transitions and battles approach professional quality for Flash, with each monster having its own death animation, and each special having its own effect. Although other reviewers have complained of a lack of balance, each class has at least one skill they can and should specialize in for maximum effect, and every class benefits from the Shadow Clone ultimate skill.

-Sadly, Sinjid lacks one thing central to most RPGs: a randomized encounter system. Each portal contains successively harder monsters, but the encounters seem to be preset, and once the hardest level in a portal is beaten, the portal is closed. The only continually-respawning enemies are the wards, which are boring to fight and give no gold. Regardless great game for when it came out.

Good Game

Lots of fun. Those battles get rediculously long, but for some reason I dont seem to get bored. As far as the music, I didnt think it was annoying at first and was trying to figure out what you were talking about, but after sitting and slashing/healing at something for several minutes straight it started to grate on me. I think its just how short the loops are, I know it saves space, but if you got a thirty second or even a ten second loop it would seem so much longer. Battle music would likely be more important, because you really arnt in the rest area or whatever too much. Anyways, thats just my thoughts, and again great game.

Repetitive

Not a bad idea, but it was a bit repetitive. I felt cramped in the small gameplay window, I think this might have been better if there was a large fixed screen rather than a sidescrolling one. It made incoming rockets and such very hard to see. The grenade upgrades are also a bit awkward. It's annoying be constantly switching grenade types in game, so I recommend that instead you start players with a basic grenade and allow them to upgrade characteristics of just one type ie. damage, damage radius, respawn time etc.

Well

I must first say a job well done, implementing hardcore unreal tournament properties (Headshot! =p) but as with every game it has its downfalls, there were about a million places that were unreachable due to a poorly built jump system, some of the guns were way too overpowered, and many times youd spawn right in front of the enemy to die again, and a lot of the time you couldnt figure out who the hell was on your team so you shot everyone, and you still get points for it!

Ending could have been better

While the concept of defending multiple floors with elevator-based turrets was interesting, there really isn't any reason to move the elevators toward the endgame--you end up with more than enough cash to build all seven elevators and keep them stocked with strong turret combos. As has been pointed out before, you just wait out the level, never even having to shoot.

Nice

In Dark Cut 2, sure, you were told what to do, but only that. You had to pick your forceps and whiskey to make your way. If you had put a variety of like, 3 more missions(without counting the bonus ones) and added a little more steps on the surgerys, the game would be quite an atractive challenge.

All in all, this game is awesome (as the Dark cut series), but please, just take in suggestion about making the player again to pick his own items, and add more steps to each surgery, so it can be more complex and enjoyable.

Well

I didn't mind the blood and gore, since it wasn't presented gratuitously, but realistically and, one could argue, responsibly. This isn't a real medical training tool of course, but I felt you were true to life enough that the gore is understandable. I thought it was hopelessly difficult until I realized he sobers up so fast that you need to keep pouring him shots. Once I got that down, I'd say the difficulty was about right.

All the tools are a little finicky. For some of them, you put the cursor on the stars, but for others you must aim the end of the tool at the star. I would've liked to see more consistency with how the tools work. Plus some tools, particularly the needle, require near pixel-perfect accuracy. That's realistic, but I think it too harshly penalizes those that can't get a good framerate in flash games.

Nice

This game is pretty fun to play, and is very morbidly entertaining. I did notice that it is kind of hard to percisely aim the knife at the cut points, causing lost vitality, and I was hoping this would be open ended (as in wounding the patient without killing them).

Very fun and challenging.

The puzzles are challenging, but haven't gone so far as being too difficult to figure out after trial and error. The music is soothing and pretty, the gameplay itself isn't overcomplicated or needlessly deep. It's a simple, humble game that does a lot with what it's been given, and well-deserving of the score that it has. Regardless of such it probably won't stay so high at the end of the week.

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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Asheville, NC

Joined on 6/30/07

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