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shades90

71 Game Reviews

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2 reviews are hidden due to your filters.

potential burried

could have been really good, just that duck system is completely messed up. It takes 4 seconds to get behind or get out of cover, and that whole time you are exposed and taking hits but cant shoot back. It was safer to just stay up. I always died when i tried to take cover.
I would like to consider that a bug, but it makes the whole game drag behind. Fix it asap. It could be SO GOOD!

Excellent

One of my fav zombie shooters. Superbly done. More weapons would be nice though, 4 is just too little. If you are to make more weapons, be sure to keep that gun specs situational, so no one gun is the best at all things, forcing the player to switch around. Maybe you could make tiers in a way for each "class.":new shotgun better than old shotgun but still not as good at long range as new assault rifle. Of course you don't have to point out the class and tier of each weapon, the player should be able to figure that out on their own. Just saying, mix it up a little.
Also, maybe more maps. That's one thing i didn't about the CoD zombies.
otherwise it's awesome and i would be VERY surprised if this doesn't go to front page.

oh wow

This is one of the most addicting games ever! I keep coming back to it! Revolutionary idea of this reverse tetris thing. Kudos.

ttursas responds:

Thanks man! Don't worry, there's lots of more where this one came from. XD

best creation game ever.

no doubt this deserves the highest grade possible. You hit everything. Missions, sandbox, sharing, text, wow. the physics are great and the idea is solid.
Like all first time creations, there are ways to improve that only reveal themselves during play. These are some suggstions for the next version:
1: Variable friction: allow adjustments to the friction coefficient of surfaces
2: Wheel acceleration: allow adjustments to acceleration of wheels rotary joint.
3: Gravity adjustment: ability to adjust gravity.
4: Blast balls: small circles that explode when sparked by spark cap (next) variable power of blast; semi contained blast emits splash force out of open area at summation of power blocked (set splash power can be concentrated out of small area if enclosed in fixed chamber)
5: Spark cap: piece that when hit at a set velocity will ignite blast balls in certain radius. greater kinetic force of of hit, the greater the spark radius.
6: Non-collide slide: allow collision to be turned of for slide joint.
7: Pre-set slide joint: allow initial extension of slide joint to be changed during build mode (already extended)
8: Precision gearing; cog tool that creates cogs with adjustable radius, teeth width, teeth length, and teeth number.
9: Springs: Springs with adjustable elasticity.
10: Breakable joints: fixed joints with adjustable break points. these joints break when a set amount of force is put on them (from kinetic impact or blast)

implement these and this game will be ledgendary.

I think we have a winrar!

Seriously, front page material here... but it is true there are some bugs and drawbacks. The biggest problem I had was friendly troops would make it impossible to move sometimes. The fact that you can only attack from 2 sides is really a downfall for the player. The game as a whole is excellent, but i f I were you I would Go back and find a way to allow a unit to attack another from a differentpoint on the Y axis. I am gonna give it a 8 instead of 10 because of this drawback. Other improvements from the first were really great however.
So yeah... Go back, fix the bugs and make it so a unit can attack from all 4 squares surrounding a target and submit it as Feudalism II version 2

EXCELLENT!

I have no idea what the guy below is saying, this game is FUN!! Wow, such an original idea! I think you really have something here. I love this game, but i don't agree with the idea of "if its not borken, don't fix it." It's not broken, but this is how i would improve it:
-The whole "skull airlines" was kinda gay, and the fact that there were AA guns and SAMs at O'Hare Intl was even gayer. Instead of that to make it more difficult, make some "airlines" have poorer avoidance skills than others and determine with different colors, but still allow each airline to have different types of planes with different attributes, i thought that was key in making the gameplay as fun as it was.

-Even though I LOVE how you used relativly accurate runway layout of the airports, I think it would be cool if in career mode you make your own, which leads to my next suggestion...

-UPGRADES UPGRADES UPGRADES!!!! Start with a small airstrip. As the levels progress new upgrades unlock and the player can buy them. Upgrades could be as follows... Better Radar: planes will begin to take avoidance manuvers at a farther distance than before. MORE ATC CREW: Planes withen a close proximity to the airstrip and only a few degrees off course will line up for landing automatically. Level up will extend distance and degree angle necessary to activate (make sure to progam avoidance to overide the auto-landing so the upgrade doesn't fly planes into eachother.)/ Flying for Dumbies Work-Shop: better avoidance A.I./ Air sickness bags: increase angle of turn for all planes by precentage./ Runway extension: longer runways./ Terminal size: more airplanes in the air. Player assigns airlines to the terminals. Does not effect where the plane must land, but the ratio of planes of that type in the air. More airlines unlock as game progresses and player can choose who is in the air.There is a quota for total number of planes which increases as the game progresses/ More runways: place runways./Eminent domain: increace map size for more room for runways and space for planes. (screen is same size, just zoom out)
-Monies: Have the player make money for every plane that lands and loose money for every plane that crashes. Keep the part where the bigger, more difficult planes to fly give more money, but subtract more when they crash.
-Airlines: General Airlines: Basic airline: normal price, normal avoidance, normal everything. Majority
Budget Air: Hires shitty pilots in order to give make bigger profits, give a little more money but they have poor avoidance A.I. sorta rare since only people with a death wish fly it.
Flying Frills: Give lots of money but are slow at turning, rare
Southwest: Again, low price give more profits, but they crash if they hit one flock of birds (lol). good amount in the air.
idk, those are some ideas. The player can make incentives for more of certain airlines by cutting average payout perlanding or buying more terminals for the specific airline.
idk, those are some ideas. will take more programing but will make a great game an epic game.. love it and I want to see more!

Leave it to creativity.

Oh boy, only if you could make a system where you can show others your creations. lol
manipulation of parts was really well made. endless possibilities... truly endless...

lulwut?

[this review has been deleted due to violation of rules 1 and 2... ROW ROW FIGHT DA POWAH]

excellent

AHHHH!! I GOT TO 55 BUT I DON'T KNOW WHAT YOU WANT ME TO CALL IT!!
It is a great game, but some of the answers aren't clear... I can picture it, but what do you want me to say???

Tip: put your fingers on the screen so you can only see the area with the lines in between them. Keep looking and you will eventually see the whole thing. Its weird, kind of imagine its text scrolling and you can only see it through a small opening.

Exceptional

I love it. A always wanted to play an advanced wars flash ever since i sold my gameboy. thank you thank you.
some little things though... need troop transports, strike troops don't damage tanks, supplies.
also, if you make it again, maybe you could implement a system like in Autumn War (another flash game) when a battle is initiated... each unit on the main board would represent a group of units.

great though... love it

All songs are free to use under CC. Do not need to ask permission. I don't log on often.

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