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CorpseGrinderClock

168 Game Reviews

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Paradigm City, where the people are blocky and the punches are silent

Functional, if nothing else.

It may interest you to know that NG has an alphas section.

So the first bug I encountered was when you've ressurrected someone and they have a chance of winning, the game will still fade out and say you've failed. It will also be somewhat overzealous with cutting off your ability to collect coins at the beginning of the fade, which is quite frustrating.

The achievements don't say anything when you click on them or hover over them. If you don't catch them with your eye immediately upon getting them (which if you're intent on playing, is not unlikely) you just don't see what they are.

When you go back to replay levels after winning, no matter which level you play, it gives you the "you win!" screen and forces you to exit, which then forces you to play the tutorial again if you want to play again.

The music is pretty bleh. It's like boring options menu music for every level. Seems like it should change depending on the level, or at least change to frantic music when the first fire is lit.

I think with some polishing of the art, fixing the bugs, and expanding the mechanics, you have the potential for an enjoyable game. As it is, this one feels unfinished.

slamirstudio responds:

hi, thanks for feedback. We fixed the bug with resurrection and add some new enemy types

Well okay it seems you've got some well-utilized rudimentary actionscript and it's interesting to put the legislative process to a flash game...

...but what it is not is enjoyable, or complete. You don't have anything in this that wouldn't be accomplished via a flow chart, except typing the law. You just have an awful jpeg artifact flag in the background, no audio, very little other aesthetic consideration.

Perhaps this would be better expressed if you ascertained from the get-go which aspect you're playing (rather than all aspects) and had clear objectives for your particular branch to pursue (a policy to support or defeat, campaigning for support of said policy, etc.). Factors such as lobbying and polls can provide tension and intrigue. I admit, a significantly more ambitious undertaking, but as this stands now it brings nothing to the table enjoyment-wise.

Well, so far this game seems to be, with no instruction or intro, "run backwards and click at these wobbly green guys while a marching sound plays on an inconsistent loop".

To be blunt, I think 48 hours may have been a tad too short. .

A lot of fun once one got past the extremely frustrating "what do you MEAN farming is useless??" deaths. Even fully upgraded, scarcely worth the bother.

I'll do my best not to belabor that point--what I will say is that it might be interesting to have a mechanic for developing holdfasts, areas you can travel to without having to clear them all over again, and can develop a little infrastructure (like, say, when you build a farm there, you are able to acquire all the supplies it generates on the turns you're away, or something like that).

As has already been pointed out, the game veers wildly between easy and horrifyingly difficult. I had a crew of lvl 4 guys all decked out in armor with full-auto weapons and four fully loaded turrets get wiped out at one point, while on a level of the same "difficulty" I had my craft-team (mostly lvl 2 and 1) with lower-tier weapons succeed, because they didn't encounter the long-haired hag-hulks.

And yes, tape. Good thing I read the review hint about tape BEFORE going "ooh I'd like better turrets!" or else I would not have been able to complete the game.

The portraits for the characters are lovely, and I like the little blurbs by each one (though I do agree with the sentiment that the female characters are very one-note.) Atomic did not have one, I note, but I wasn't sure whether that was a glitch or whether you simply haven't given every NPC a portrait.

I think the armor-piercing thing could be improved, made into a passive buff that gives a chance to penetrate rather than an activatable one that always penetrates and then is expended.

I dislike the lightsaber. There, I said it. So many good and fitting zombie-slaying weapons out there and homages to make, (the "lobo" from the World War Z book, chainsaw hand, cricket bat, gravedigger's shovel, a double-bit axe named "OTIS", etc.) the lightsaber just seems bleh.

I found the steam game promotion a little obnoxious, personally. I get that you're professional gamemakers and promotion is necessary, but I've always found the shareware demon "if you pay money, you can unlock this thing" to be a galling advertisement tactic--and what's more, it hasn't previewed stuff to me that I'm terribly eager to invest in. Something like an unlockable promo code might have served you well, but I dunno. I did find it irritating to get additional gems that had no use whatsoever.

And yes I continue to have issues with transition from areas where the characters go over but the camera doesn't pan, and find it annoying when it doesn't give me enough time to search an area before going over (if that's meant to give replay value to an area, then I'd reconsider, because it's just not terribly fun).

All-in-all, however, I like the music, I like the visuals, I think you've managed to blend a lot of elements very nicely and the game is fun. I hope to see further improvements and hope your steam release goes well.

gettin' funky in here

AbsintheClock responds:

Roll down the windows and gimme some air.

Damn, didn't have my volume up loud enough. Now I can only wonder what might have been.

DurianClock responds:

Miss you bae! <3

So where to begin...let's get the negatives out of the way.

The test at the beginning could not have been more bizarrely wrong. "I fight with strength and endurance, wade into battle cutting enemies in half, prefer to be in the front lines, my enemies are crushed beneath my big stompy boot..." "You are an Assassin!" "...okay I like stabbing people in the back in the night." "Oh why didn't you say so? You're an Archer!" "..."

Everything was very nice looking...except the walk cycle, which looked very bizarre. He looked like he was moonwalking wherever he went. Also, I have no idea why the dark golem was the only recolored version of an existing creature. Seems like every other creature in the game was unique, I don't really get why that would have been one texture too many?

Once you got out of the second zone, everything else felt unnecessary, like you're just doing stuff for the hell of it. What's more, it got grindy as all hell. The golem dust mission was bad enough, but the wolves and titans were somehow even worse because a good half of it was traipsing up and down the same bloody set of stairs hitting the same respawns to whittle down their mountains of health.

The promotion of the "premium" rewards was kind of obnoxious too. Yeah, you could get premium stuff...but why? The game is way too short to enjoy them thoroughly, and way too easy already.

There were definitely satisfying moments, to be sure. Getting the giant axe was the highlight--unfortunately, no other weapon the rest of the game was as cool-looking, and it was quickly obsolete. I liked fighting the orc invasion force, that was where the game really came alive.

All-in-all, functional, nice-looking, had a good amount of stuff, but it felt like it was trying to be a MMORPG-type experience, and squeeze a little bit of MMORPG-type real-life money for already abundant gold and uninteresting items for a game that isn't long enough for them to be worthwhile.

fffffffffffffff

Scummbert Clockenheimer @CorpseGrinderClock

Age 37, Male

Clocktopia

Joined on 5/22/05

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