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cableshaft

110 Game Reviews

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Clever idea...

...but it get boring pretty quickly. The concept is great, though.

It also doesn't help that you're forced to start over at the very beginning of the level after playing the level for two minutes you accidentally hit something.

Great considering it's your first game, though.

Wow...

...that's really quite clever. Great idea, and well made, too!

Wow...

...this is all the quality big corporations are expecting when they pay people to make web games for them? Huh. Some of the site sponsors are getting better games, and they pay much, much less money.

Guess I better find myself a stable artist and business manager and start approaching these guys. I can easily beat this quality if I had the money, the art, and the time (paid for by money :P).

105/155

You're quickly becoming my favorite fellow game developer outside of Mausland.

Everything about this game was great. The pseudo 3D was very convincing, the scientists continuing with their work in the background, the concept requiring your brain matching two separate conditions to go through each gate (as opposed to the skateboarding minigame in Wario Ware where you just jump or duck). I was going to complain about how it gets hard a little too quickly, but considering how short the game is and how you don't die, you can only do better, it perfectly justifies the difficulty.

Keep it up, man. I'd love to see more games from you.

Poor controls...

... your control scheme sucks (using directional keys for acceleration based rotational spaceship movement has always been a crappy system anyway, due to it's lack of precision, but you make it worse by making the spaceship come to a complete stop when not pushing the up button).

I made a superior control scheme for a very similar type of game using the mouse, I just never released the game because I couldn't get a good artist to make better sprites for it. Considering how well your game is doing, I might have to go back and polish it up and school you on how it's supposed to be done :P.

Meh.

It took me almost 5 minutes of trying things out before I had a half decent understanding of what to do in the game and how far apart, what rows, how many turns, etc. constituted valid moves, and I still couldn't quite understand it. I found myself saying "how the hell would someone write the rules to this game, considering there seems to be all sorts of strange special cases for how it doesn't connect!"

And that made the game harder than it should be, too. The game is hard enough as it is without the restrictions, but with them, it seems to be unbeatable (or only beatable on the rare occassions you get a well organized board). Is it safe to assume that when the hint button is disabled with 5 hints remaining and half the board still filled that there aren't any valid moves left? I don't particularly care this mechanic in Solitaire, and I like it even less on this much more difficult game.

Now, granted, this may be a perfect re-creation of one of the many flavors of Mahjong, so my criticism wouldn't be leveled at you necessarily, but whoever made this game variation. But this game isn't fun. It's frustrating even to someone who normally likes a good cerebral challenge. The much simpler multiple layered MahJong that's more common around here (Shanghai, is it called?) is a much better game than this, because it's at least usually beatable, or at the very least you get a lot further along than this one. I didn't like that one much either though, but this one is worse.

Awesome idea.

Very well thought out idea, although I kept getting mixed up which button turned which direction (this resulted in a lot of mistakes near the end, but I get this way with all dual rotation games, usually. Except the original tetris for some reason (all remakes however...), and I got pretty bored after awhile (I would have preferred the tetris mechanic where a full line clears and the blocks drop faster and faster over time. Filling the board one block at a time was less than compelling), and I just kinda gave up near the top where you really don't have much of a chance to change the piece how you want and it'd already been perfect until then anyway. I'm not sure if those are design flaws per se, but for me at least, a few changes might have made this more compelling.

Still the most interesting and innovative idea I've seen in flash games in quite some time, regardless. I love napkin ideas :P. It's how I came up with Proximity. I'll have to check your site out sometime.

Pretty clever.

I liked it.

Boring.

One zombie every 20 seconds that can be killed in two seconds does not a good game make. I realize you need a learning curve for people but geez, I played four levels and this did not change. Four levels lasted five minutes and I killed about 15 guys total, waiting and waiting and waiting and... blech.

It's actually not too bad of a game other than this. The bricks need to travel all the way to where your cursor is (considering it can hit zombies that far) instead of 1 inch outside the base, and the sound when it hits needs to be changed desperately, but otherwise, not bad.

Confusing in later levels...

In the later levels I couldn't really figure out how to keep from being overrun considering I was replenishing the battlefield with the leading units as fast as they died, but then eventually ran out of money to even summon the smaller guys because once I summoned these people they didn't kill enough orcs (or anyone, sometimes) before dying again.

I don't know if the fighting is random or deterministic, but if it is completely random, it needs to be a little less random. Being able to summon more people hinges totally on your comp a.i. guys being able to kill sufficient enemies. You can't control them, so they've got to be able to do it on their own. And I don't think they do.

Other than that, pretty fun after the first couple levels and I realized there actually is a small amount of strategy in it (picking who to summon on limited resources). It'd be nice if you could do something as a hero to push back the enemies you can't control though, periodically, like spells or something, and maybe more variety of bad guys for you to fight (that actually fight back, maybe?)

Veteran of the game industry, released 13 games over the past 8 years. Early support from Newgrounds convinced me to pursue a career out of making video games. Just released a new game on the iPhone called Track Lapse.

Brian Cable @cableshaft

Age 42, Male

Student, Game Dev

Illinois State University

Chicago Suburbs, IL

Joined on 10/5/00

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