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15 Game Reviews

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Bolts vs screws? Anyone?

OK it's definitely not a game, but for what it was it was pretty good. A lot of the pictures were very amusing. Now, I know I'm being anal retentive, but for the love of God, how many people who contributed don't know the difference between a bolt and a screw? (at least 9) Bolts have flat ends and pair with nuts and washers. Screws have tapered ends and don't work with nuts or washers. In fact, if you've ever tried to put a screw into a nut you've found out that the deep, distantly spaced, sharpened threads on screws that make them perfect for holding material don't match the shallow tightly spaced threads that make them perfect for staying in nuts. I know, I know. Who cares? But it seems as though an artist ought to at least know what they're drawing. If you were having a horse collab and an artist sent you a picture of a duck, that wouldn't seem correct either, and this is the same thing.

Ignore "expert" it's a mess, otherwise great game

When Lightbot 1 came out, I shared it with my whole programming team and we all had a blast with it. The first three level sets in lightbot 2 are much the same, a fun programming exercise, but the so called "expert" levels are more "Do it again Stupid" Headdesk messes than anything that could be called realistic programming. Maybe back in the old days of programming when there were competitions to cram the most program into the limited memory space available, you might see spaghetti code messes like the "correct" solutions to the expert levels. I understand that that's kind of what lightbot is, with your 16 command main routine and 2 8 command subroutines, but it throws any concept of elegant or understandable code right out the window, which is a shame because any programmer who has ever written code for others' use or that they plan to service for an extended time has learned the importance of these concepts. I would bet a great deal that your programming in the lightbot code looks nothing like the so called solutions to the "expert" puzzles.

Anyway, that's a huge rant just to say "I'd like to see more programming, less puzzle." Guess i got carried away. Now you whipper-snappers get off my lawn!

Lot of fun, few glitches

Once I figured out that I just had to hold down a letter key, and move the mouse, the game was a LOT easier.

It was fun, and I enjoyed leveling up, but it seemed like the leveling up was done too soon. Also, by the end the gameplay was more wrist strain than fun.

Here are things that might be gliches:
I had a UFO and a copter remain on screen as white "cutouts" after they were destroyed.

The yellow kamikaze things are visible and can be shot before they come on screen. There's a tiny yellow bar a pixel or two wide on the right.

The Shoop de Whoop is worthless, because it's effect is shorter than it's graphic, so whenever you use it, the enemy has a short time when they can come on screen and pummel you while you're still blind from your own attack

Nice TD game with interesting quirks

An average TD game, with interesting story that harkens back to the old Dungeon Keeper line by Bullfrog.

I did notice something that may be a bug/balance issue however:
All towers of the same kind upgrade for one set fee regardless if you have one or six of them. Hence, it doesn't make sense to pay for several types of tower and then pay the increasing upgrade costs for each type, when you can just buy all one type of tower and pay the upgrade costs once.
Yes, there are advantages to buying each type of tower, but the slight differences really don't stand up to the advantage of buying all the same type and upgrading super efficiently. Any storyline game can be beaten easily using this strategy.

More powerful the more I thought about it

Been a fan of newgrounds for years, resisted the urge to create an account until THIS GAME. You reeled me in, which says something about the power of this game.

In terms of gameplay, there wasn't much to this game. I understand the concept, but after the first play though, I played again, eager to see how my character's responses would alter the story. The graphic and sound changes were really neat, but they seem insufficient as the entire game. Just some different dialog in response to your character would make it much more satisfying.

The graphics and sound were adequate, and the subtle changes over time were cool, though far enough down the "protest" three, the sound was painful to listen to. I'm sure that was intentional, but a little lighter on the shrill pitches would have helped.

Here's the meat: the philosophy - My first impulse was to make a snide review, something like "If you keep the main character from overreacting, they'll eventually be cured! Bravo!" but that wasn't enough to make me create an account. It wasn't until later that I realized I was "RIGHT" that I had to write a review.

The great thing is, this game straddles the fine line that makes everyone right, which is a hard thing to do. If you're a pacifist, the character either sees everyone for the unenlightened violence mongers that they are and have a moral victory when the quit OR loses their way because they became desensitized through capitulation. What a GREAT MESSAGE about staying true to your values!

BUT if you're NOT a pacifist, the character either overreacts at every little thing, demonizing those around themselves until they quit their job, receiving economic punishment in return for their radical viewpoint OR keeps things in perspective long enough to realize that they were overreacting about nothing, and becomes a normal member of society. What a GREAT MESSAGE about temperance and perspective!

And isn't that exactly what the crux of the problem is? Differing viewpoints? Too many games with agendas do nothing but preach from an assumed moral high ground and don't present a realistic view in which both sides can see themselves and then think about the issue. Bravo!

Age 46, Male

Joined on 6/8/10

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