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sharpnova

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played this on its original site and later on android. it was great.

you must have updated this game again in the past year or something because i'm replaying it and since my review there is hella more content.

the handling felt terrible. nice try at a super meat boy clone though

really fun and a great concept executed well but this obviously has some serious issues.

it's not clear how shields work. what the difference between proto shields and regular shields are.

the bosses are insanely stupid. why do you have to run up and touch them to start? why do they have things that one shot all your structures regardless of shield coverage? i hate having all my loot spread around so much and i hate that the magnet that floats up after you kill the boss doesn't gather all of it.

i genuinely hate that grabbers stopped at two short-ranged slow little ships and didn't have higher tiers.

i genuinely hated that my ship was the size of the whole playing field. what was the point of having left and right controls? give me a break on that.

i super hate how quickly you have unlocked and seen everything. i wanted more. i wanted a larger ship or side ships with more slots to fill up. i wanted support call to have higher tiers. i wanted healing and atomic bomb to not be so worthless.

i HATED every time rocket and rifle were the upgrade options since no one uses them. everyone just fills the ship with lasers.

overall it was great and i spent a lot of time on it but there were major issues

my #1 hate? the author was completely silent on this game since it's release. answered no questions, fixed nothing people asked him to fix, added nothing people asked him to add. i'm pretty sure he's some little studio mill that pumps out microtransaction-fueled games and doesn't care at all about the players.

all i did was just underline him up to the top left, walk him across, then drop him down.

a couple times i fucked up and he fell low, i caught him. walked him to the bottom right and underlined him up to win anyway.

too easy.

also why in the hell do you have the "back to menu" button right in the middle of the play field?

nulledwine responds:

The back to menu button is set to the top left. Right now I'm working on making the game more difficult.
Edit: The menu button is an issue with the full screen. Play it without full screen

terrible handling.

So this is pretty incredible in terms of animation and handling. The controls feel amazing. Art is awesome.

Few complaints:

1 - having that annoying pause menu come up when you click into the game is incredibly annoying

2 - why flash?

game didn't mention the space to switch pieces

the handling is pretty bad.

like if you're on top of a crate, you can jump. you can run. you can't jump while running. though it plays the sound effect as if you did.

work on this and then send me a private message or reply to this review letting me know you've fixed it.

brokellusion responds:

*UPD:

Movement fix;
New portal design
Level design fix.

*bursts into super aggressive laughter*

you don't see any potential problem with having the controls for tile placement be arrows and the controls for movement being WASD.. in a game where one wrong step means death?

hehe... *calm but menacing laughter*

you see no issue with this? this strikes you as a good control scheme..???

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