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SlingBang

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This game could still be great.

Interesting idea with the 4 choices. Each one works well with the other and requires some strategy to use correctly. The biggest problem was my "monk" missed close to 50% of the time. Which is ridiculous since after every 2 attacks I have to spend 2 turns reviving Energy and then Health... So after 8 turns I have hit the enemy ONCE on average... This should be fixed. Either have more energy or have some way to raise the hit % very soon into the game.

Also, the proceed button was really annoying. Having to move the mouse away from the fight buttons EVERY time to click proceed TWICE per round... Why not just have it automatically go to the next player with a 1 second delay or something.

It's too bad because the art, animation, sounds, idea, icons, EVERYTHING else is great. 5/5 on that. Unfortunately the above problems really drag the enjoyment down to a 3/5 level.

Hopefully you improve this game or make a new one with the same idea. Maybe make a backstory for the characters and a better fight selection menu. Maybe a town with upgrade shops or something.

TharosTheDragon responds:

I tried to raise the hit percentage as much as possible without throwing off the balance. This game is actually very finely tuned so that strength and dexterity give you the same average boost in damage per turn, meaning if all else is equal, a character that hits every turn should deal half as much damage as a character that hits every other turn. The same goes for defense and agility. I suppose I could have tweaked it even further though.

And I am pretty ashamed of the controls. There should definitely be hotkeys. I guess I just wanted to be done with this game and didn't want to delve too deep into perfecting it.

I don't think I'll be updating this game because I had to compile using a trial version of Flash CC in order to get the login API to work. As for a sequel, I think there's too little interest in that.

I agree with gfx1978 below and would also add: What is the point of the "money". You can't buy anything with it, you're not stacking money, the shapes are not coins and dollar bills, in fact money is just POINTS. So lame.

This game is the sequel to Galaxy Siege released last year, presumably by the same author, although I couldn't find it on Newgrounds. The first one is still worth playing IMO. (google it)

This sequel improved/changed quite a bit from the first game and has great graphics, fun gameplay with a good difficulty gradient. Perhaps a bit repetitive, fairly short and certainly would be improved by adding a story. Any story at all really. The bosses are great though. A really good job done on hit detections. You actually need to plan where you place modules as well as use different configurations for different missions. Side missions were a nice touch as well.

If it had a story (and a few more levels) it would be a solid 5/5 game.

My only question is why is she running away to Canada? It's even worse there. Run away to Mexico if you want freedom (and death by drug cartels...)

Who cares about cookie clicker? really. Every game, art, idea in the universe copied something before it...

This is a great game as is obvious to anyone who played it. My first thought was: This is exactly what every RPG boils down to eventually. Haha! Perfect.

Cute art, sounds and easy to play. Fun to let it go and just watch as well. Not an epic game, but for what it is, it was done perfectly. 5 stars.

Excellent game. I checked out your website and it seems there is much more in the full game which is good. More RPG-like. A good variety of enemies and some humor. Speaking of humour, pretence or organise Does your game allow both "American" and "Rest-of-the-World" spellings? I haven't come across any chances to test it yet.

One serious improvement would be to animate the enemy sprites and backgrounds. Even just having the enemies sway back and forth and the candles flickering. Without animation the game appears to be lower quality than it really is.

I voted for this game on Steam as well. I think it is a well-thought-out game.

baconbanditgames responds:

Thank you kindly for the detailed review! There is a lot more to the full game, with different backgrounds and music tracks for each set of stages, and a lot more variety all around. There's also an expert mode that can be unlocked, to really challenge people with a great vocabulary.

We're a Canadian indie game dev team (just two of us!), so we included both/multiple spellings of every word that we know of. So yes, humor/humour, pretense/pretence, organize/organize - all of those work. :)

We would love to animate the enemies, just need to find the time and budget to do so! It's definitely on our wish list for the game!

Thank you so much for voting on Steam, we really appreciate it!

How do you REMOVE staples! Yes, I know you are not supposed to be able to... but I had to replay the level so many times bc the red object was inches away from the correct location! Another annoyance was how the objects couldn't move off the screen. SO I built something and then when I try to turn it over it gets stuck in the screen edges. >:0

This was a really fun game! It really helps if you ever worked on a construction site to visualize how to place the frames together. A lot of building things upside-down.

It was also really fun the just grab the wood beams and smash them all over the screen! Hahaha! Pieces flying everywhere...

Excellent fun! Only thing missing would be a storyline or even just a main character to relate to.

I really liked this game. All areas are good quality. Just need to add in the extras.

I'd suggest a 'par' for each hole and score. Bonus points for beating par. Being able to carry-over your remaining shots to the next world would be really nice. Or have ways to earn more shots like a way-point to roll the ball over a bonus square not on the main path to the hole. OR have the option to play with no ball limit but get no score -practice mode- or something. Just so the player can play every level.

Also multiple routes would add replayability. Perhaps have secondary routes open up once you finish the level so the next time you play you could shoot the ball down a new path. Perhaps have bonuses like more shots, points, money or upgrades on these routes. Perhaps have explodable walls to open a new path or levers to hit that turn on a bridge or a shortcut.

Upgrades or even one-time bonuses could be added such as Jumping or passing-through-walls. You could find these on a side path or purchase them with points or money.

Finally, if possible, allow players to buld their own levels. :D

I got to level 8.2 easily and then died 20 times on 8.2... Haha! Please add in a level select screen as well or fix the continue button. The game went to a white screen when I clicked continue. Then when I reloaded I was back on level 1.1 :(

SenadMMG responds:

Hey, thanks for the detailed feedback.
Sorry about the continue button, I thought I had it fixed but the problem always comes back. At this stage, I'm working on the level select screen so the buggy continue button will be obsolete.

You have some good suggestions. I didn't implement any kind of reward system, the game plays more like a relaxed exploring journey in this phase. Next big update will have upgrades and point system so it should be more competitive with some of the upgrades you mention.

I really like your idea for the secondary route, it's should be easy to implement and it brings a lot of replay value. I'm putting it in my to-do list :)

Anyway, the game is still in development and I'm working alone so everything takes time. I hope you'll check out the game in a month or two to see what's new.

I do not exist. It is just your imagination playing tricks on you. Try again in the next reality.

Age 88

Ghost in the Machine

Oread Institute

Resting at Sleepy Hollow

Joined on 7/19/13

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