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View Profile AntifreezeDesign

37 Game Reviews

8 w/ Responses

enjoyable

Fun, but I wished I could zoom out and see more of the stage. The "thing" I was protecting was too large on screen for it's purpose (this feels right for a full-screen game), and then when we were defeated, we left with such a whimper. My 5 year old said, " why didn't it 'splode?" Would've been nice to see those arms get broken off, and maybe have incremental destruction with a massive fireworks display for the ultimate end. Otherwise, beautiful visual execution.

Fun!

I love the Defender-inspired game-play. Great explosions, physics, sfx. That type of dual navigation (mouse to aim, arrows to move) isn't my favorite. It'd be more fun for me if the mouse controlled aim and my character just dragged along behind at a velocity based on distance away (spring effect). But, maybe that just makes me a simpleton! I think it'd also be fun as a side/top-scroller with walls or something to give us a sense of place/location/movement as we progress. Anyway, I had fun.

Beautiful

I really went somewhere, like the first time we experienced Myst. Your attention to detail in visual beauty as well as sound design make it the complete package. Now I only wish I had it in full-screen. Well done.

Hairlarious

That was funny. Gameplay was a bit sluggish (but I'm rendering in After Effects at the moment). Would've been nice to have rapid firing, but the targeting was nice.

Clean.

Nice and clean, but the music made me want to shop for soap at TJMax.

Awesome

I'm only giving it a 9 because a 10 would mean I have no ideas how to make it even cooler. But I think it's great. There's a myriad of ways this could be a super-cool mini-app for a science site. I'd start with a unified design-look. It'd be great to be able to use bitmaps, but I have no idea if it would totally grind trying to use them. Maybe they could alpha fade based on their scale, then go visibility=false to make it not slug down. Can you make a note on how you set up your basic framework so that you'd be accurate? Are they nested mc's? AS3 or AS2? I'd love to see some sample code. It'd make a good tutorial on massive scaling in Flash. It could also be cool to have some sound effects tied to the movement. Maybe for certain objects, maybe just a light "zoom" sound. Anyway, if this is a labor of love I understand the inability to just sit an polish this to the nth. I'd love to see more things online like this that are "interactive fun" as opposed to the classic "game" idea, which we've got a lot of already. It helps exercise the question of "what is a game?" Some of the best new games are light on score and heavy on experience. Great job.

Looks fun

Looks like a fun game. Couple things you might check on your Flash code:
--Your Spil localization button seems to need a stop action. It scrubbed through all 15 or so of your localizations when I finished my game.
--Check your shared object function. I kept getting a flash error when hitting OK after typing my name. If you need to have the user allow something, it should fail gracefully with instructions.

If no one else has that problem, maybe it was just a glitch. I've also got C4D running in my bkgnd.

low fi really is.

I would've liked the lo-fi look of the text more it it actually was pixel accurate. The edges were soft and anti-aliased. If you want it sharp, like true lo-fi-ism, try using a pixel font at a multiple of it's intended size (e.g. 8 or 16 or 32 etc.) and of course making sure it's not sitting between pixels. But otherwise, yeah, I had fun.

Oh, cool.

I wasn't overly impressed until I accidentally acquired a moon. Very cool.

Didn't care for it.

Nice job on the animation and style. Otherwise, I didn't care for it. I would've had a lot more fun tapping keys to initiate moves. This felt like a video version of a RPG. There's nothing wrong with it, but if I'm going to do that, I'd rather be sitting in a coffee shop with a deck of RPG cards and a mocha.

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Joined on 10/5/08

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