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deletedTAMyStudios

159 Game Reviews

34 w/ Responses

This game is tough, but beautiful! It reminds me of the games on Orisinal by Ferry Halim, but with a way more pixelly feel of course.

Five stars for putting so much heart into something so simple :)

While I would love to give this game a 5 star rating for its unusual use of the involved game mechanics, the "YOU WIN!" "ending" really killed the whole grinding experience for me.

The point of puzzle games is that they get progressively harder and make you think about the puzzles. The point of warfare games with stat boosts is that they permit you to gradually "cheat" until the game balances enough to declare you victory. These are both good progressions to have.

However, the progression of the puzzle elements of this game are weak. There is not much a need to master the puzzle components, and pieces can be clicked largely without discrimination. The battle progression is also weak due to the repetition of play leading up to a boring "YOU WIN!" screen resolution to the game.

Overall, well-balanced. The art is of good quality. Play is actually fun, however disappointing the end-game is. I honestly want to apologize for my feelings toward this game, because for what it's worth, the good parts are really good and well-polished. (Everything from how wizards are placed on the grid, to being able to sink ships, to the variety of play involved.) Sadly, I feel that developers who set expectations to their players should meet or exceed them. I do not feel that the ultimate progression and resolution to this game did that.

Finally! After 5 years of my laptop not being powerful enough to play the game, or the game glitching out on me, I was able to use the Macbook Pro my employer gave me for work to play and CONQUER this game!

And was it worth it? Of course it was.

Loot Hero has some positive remarks to say about it, including a fine bestiary, graphics, visual effects and music. Unfortunately, it is exactly as it is advertised. An RPG grind-fest. It is tedious, boring and repetitive. Other than the very, very shallow concept of leveling up skills, there's nothing too enticing about the game.

Great game! If this was a full-on, story-involved, multi-level adventure, it would be an AMAZING game!

I feel like a lot of love was put into making this balanced, and the patterns subtle, but interesting.

The graphics are plain, but have enough interactivity/juiciness to feel very satisfying.

The soundtrack is great, too.

The controls aren't flawless, but they're close. (Flawless is hard to achieve with keyboard controls.) I think they're fine, honestly. Some hint of perfection is missing, however.

The upgrades are nifty and well-balanced.

The rewinds keep me from hating the thing for being so hard.

And yes, it's hard, but in the strangest way. The patterns don't appear difficult, but it's easy to make a mistake if you're careless.

Great job! :)

VascoF responds:

Thanks! I would love to make a bigger game based on this, maybe someday :)

Abduction is a fun, addictive little game. The art style and plot are cute. The use of an intro animation as opposed to a comic is pleasant. The love and humor that was put into the project makes playing it far less unpleasant than it could be. However, the game can get unpleasant.

While it was great watching granny whack on a space ship, and the mechanic is admittedly fun to toy around with, it is shallow and repetitive. The game's progression curve is based on the concept of making things less tedious, higher numbers are better, etc. akin to Penguin Launch-esque games. Due to the repetitiveness and shallowness of play, this gets boring much faster than it does in other games. What you receive for the amount of time and physical effort you put in feels a little unfair.

Overall, not a bad game to see on the Portal. I appreciate it existing. 3/5 stars.

This game is beautiful! Radial-controlled games are normally AWFUL because of the springy nature of controls being really difficult to use, but you did a great job countering that with very responsive "overriding" of the ball's momentum.

The controls are definitely what made this work. I love it. It was really fun. For 48 hours, absolutely amazing.

A+++ will play again. Will also play the expansion pack/sequel if it comes out. Btw, I have no idea how to vote in Ludem Dare for this entry. I am logged in and everything :(

Zanzlanz responds:

Wow! *Manly tears* Thanks so much!!! The fine tuning of the spring physics wasn't too bad, surprisingly, but I did know what kind of feel I needed to achieve to make it least annoying to control. :D

Hm, that's very weird about the voting. It looks like you ended up figuring it out, but all I could really recommend is CTRL+F5 on Ludum Dare.
Every vote counts <3

Boss 101 feels like a game written for kids, by kids. It's not that challenging, is tedious, and its in-game dialogues are neither funny nor witty. It's a good time sink, full of repetitive goodies where the biggest difference between the previous and the next are going to be graphics.

The positive side is that there's some heart in this game. Some love was put into making it a polished product. That much can be appreciated for sure. However, there's limited if any replay value and anyone with gradeschool education should be able to easily plow through the levels.

The character development is kind of cute. I'd like to see more of this game's universe in the future. I just hope with writing done by someone wittier, and with game play more diverse or refined.

DarkTimmy responds:

Thanks for the play and the comment. I'm glad you see the potential in it 'cause I do plan on making more games in this universe. I can 100% agree I am not the wittiest guy around but I did my best. The writing is not for everyone that is for sure. Look for more and perhaps they will be more to your taste! Thank you again! Best, -Tim

I think it's a great game for what it is! Obviously not the best thing in the world, but I really like the subject matter and how it was presented. Good job :)

This is a great example of where some kind of strange, aesthetic beauty in games - some kind of raw, functional simplicity - triumphs over having a million and one things to do, but none of them are balanced properly.

Maybe we should start saying calibrated instead. Or configured. Or architected. I don't know, but this game is great.

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