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CorpseGrinderClock

168 Game Reviews

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Functional and exactly as described.

0 because it isn't a dating sim

Melvinsgamefountain responds:

who plays dating sims?

An addicting and fun game, if woefully baffling, unexplained, and incomplete. Every single aspect of the game could do with better explanation, and pictures with arrows are not necessarily better than a straight up explanation.

jegnan1 responds:

Could you elaborate on which specific part of the game you had difficulty understanding? We will try to look into it and fix this issue. Thanks!

Ignoring the HOLY PHYSICS BATMAN problems with the concept, which could be a doctoral thesis in and of itself...

The gameplay is fun! The timing and aiming mechanic rewards skill while necessitating economy, the stats are clearly and quantifiably explained (which seems like a no-brainer, but soooo many games just don't bother).

The selection of weapons and their different functions was cool. I would would have liked perhaps more player involvement in the recovery and implementation of weapons rather than a "it just happens!" kind of deal. Artifacts were a cool perk system, I'd have liked maybe a more visual component to go with it, at least an item name or what have you.

I found the military/scientist dynamic interesting, but it wasn't explored very much and they essentially provided the same gameplay function, i.e. side quests. The planet as a medium and your position as the commander seems to beg for a more political aspect of the game; an example might be the planet's response to devastation from an attack, or response to a discovery that increases their contentment. Perhaps things like a population mechanic, just spitballing here, but repeated devastating planetary attacks (as the opening indicated they were) would wreak havoc on infrastructure and population, and this might require some hard planetary survival choices, like forced repopulation programmes, totalitarianism vs. civil unrest, propaganda, etc.. Something with continuity. Maybe that's not this game, I dunno, but I think it could be an interesting facet of a sequel.

I think that some of the weapon sounds could be better. The machine gun, for instance, sounds pretty scrawny for a cannon that shoots shells the size of the Chicxulub asteroid. The music is nice and atmospheric, though I think the music could be more climactic for different encounters. It might also be interesting to add moons and planetoids as your smaller encounters, and have more salient artificial aspects of higher-level planets. Perhaps some story-based recognition of the fact that you've annihilated a whole planet might be good too, to remind us that we're not just playing "big gun balls gone rogue!".

Anyway, good stuff, look forward to seeing more.

OMBG responds:

Thanks for playing & the detailed review! I think you are the first person to object the game's ridiculous handling of physics...there are many, many logical flaws to be found here, but I think the game gets away with it since it never takes itself too seriously in that regard.

You named a lot of features, aspects and ideas where I agree with you that the game would benefit from them it they were in the game, for example a weapon research system, even if it is just a dialog option like "Which weapon should we research next?". Also I would have loved to make the perks / artifacts more interesting visually, so you can enjoy it more when they kick in in battle. Things like those did not make it into the game because development was already dragging on for a long time while I still had hundreds of ideas what you could add to the game, but I set myself a deadline because I feared I would never be able to finish it. If I do a sequel or a similar complex game, I should now be able to plan ahead better to decide beforehand that the features that will make it into the game will add up to a more balanced package.

I also agree with you on the sound effects and music, these both could be better. I have not learned / tried yet how to make my own sound effects so I tried to make my best use of the soundFX that are published in public domain on freesound.org. I learned the basics of music creation alongside while I developed the game, which might explain a bit, why the battle music tracks all sound like cheap dutch house music ;-) But I have just started here, and I hope I will be able to improve here as well for my future games.

Thanks again for putting so much thoughts into my game!

Reminds me of games like Myst, but the visual spectacle is of an entirely different approach, though nonetheless still dazzling.

Well, on the bright side, it's one of the best dating sims I've ever seen.

Melvinsgamefountain responds:

yeah i thought that when i was making it

So I'll begin with the list of feedback topics specifically requested.

In terms of playability, the projectiles move very fast and are small and not very visible. The game ended up being spam vs. spam, and it was kind of more luck than skill that kept you from just catching a cluster of them and being dead.

The controls feel fine. Very basic, responsive. I don't feel like I'm "flying" as much as scrolling, to be honest. There's no acceleration or easing, and the dragon does not change animation or point upward or downward in any way when you go upward or downward.

The art and animation need work. Yes, it's hard to draw and animate a good dragon, and credit where it's due, your wings are animated nicely. Unfortunately, the dragon itself wobbles all around within the movie clip, just making it look like it's shaking the entire time and throwing off the smooth feel of the flight.

The portrait art, by comparison, is bizarrely bad-looking, and the character conveys a very unpleasant personality (no doubt not helped by the obnoxious ironic-memeish way of speaking).

The text speed seemed fine for my reading ability, though I think you'd be better served by having it be advanced by the player, rather than the player having to keep up with the text. There's some relatively simple AS that can accomplish this.

If my microphone were still functional, I might volunteer for voice acting. If there is voice acting in this that I'm supposed to critique, I can't hear it.

I think to make a game that people will really enjoy you're going to need a lot more to it than sidescroll press space dodge projectile.

This is more an interactive movie than a game. There's one linear path, and you kind of have to take it.

Nevertheless, interesting storytelling.

Fantastic use of a simple mechanic spiced up with flavor and fun.

Fellas, if you're trying to beat impossible difficulty, you have to do a few things:

1. play the game on a lower difficulty and start your impossible one with a well-geared maxed-out starting team. (I don't know if gear adds to a maxed out character, but it does carry over, meaning if it does nothing for a maxed-out character you can simply unequip top-shelf gear and give it to the new survivors you pick up)

2. make a SMALL MAP. Bigger maps = longer gameplay, and Impossible only gets harder the longer you play.

3. pick up survivors immediately and get to work. Things are going to start turning red, and fast, so you need to start building. You're very vulnerable to starvation and depression in this mode, so take that into account, but your number one worry is a huge number of ridiculously large zombie hordes, so you're going to want to grab malls, allmarts, and police stations pronto.

3. Don't wait for helicopter parts, don't wait for a cure, don't wait for the zombie suicide event, either fight last judgment or draft a constitution. Just bear in mind they're going to siege the living crap out of you during that time, unless you manage somehow to dominate the map (and if you have, you hardly need tips from me). Always bear in mind that it doesn't matter if the sieges take a bunch of territory and kill a bunch of survivors; if you win, you win, unless you're going for the scoreboard--good luck.

fffffffffffffff

Scummbert Clockenheimer @CorpseGrinderClock

Age 37, Male

Clocktopia

Joined on 5/22/05

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