Age/Gender: 22, Male
Location: Sacramento, CA
Job: Student
Rule #1: Pillage, then burn.
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Whistle Status: Normal
Exp. Points: 480 / 550
Exp. Rank #: 80,181
Voting Pow.: 4.92 votes
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Flash Reviews: 17
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17 Reviews | 3 w/ Responses
Only issue I can think of is the upgrade trick; you really have to get all the turrets you seriously plan to use early, or they're worthless. It doesn't matter that you keep getting money all the time; if you don't buy a turret within the first few rounds, it won't be powerful enough to be worth your time using. Some kind of a solution to that would be nice... maybe if you could 'buy' experience on a newly-built turret? Perhaps up to the limit of the most powerful turret you currently have?
Standard annoyance with pay-to-play, as stated in just about every review, for -1 point. Actually, I might consider it; depending largely on how much time I wind up throwing your way... but not now. I tend to be annoyed by 'demo' games arriving on Newgrounds... this isn't one, but it's the same kind of irritating sales mechanic.
Go figure.
All in all, excellent game; currently undecided on whether it's worth it, to me, to pay you to unlock a handful of extra features. How much more stuff is yet to be added? More extra content means more value for my money means more chance of my actualy buying said extra content... so as of now, I'll wait and see.
Author's Response:
Thanks for the constructive response!
I agree, you certainly don't want to be selling all your guns and buying new ones, but sometimes up-purchasing a better gun isn't always a bad idea. For example, say I have a level 10 lightning gun and then I buy an apocalypse gun. The apocalypse gun provides nearly the same function but is still much better, because it kills everything regardless of health.
As far as is it worth it to buy the extra content, I personally think so. You may have seen it already, but the page with some demo videos is available at: http://www.herointeractive.com/stormw inds1-5.html
I'm planning on adding new challenge levels to the game in an update every week to the game hosted on armorgames.com and herointeractive.com (with some possible later updates here). We've only released one update so far that included 4 levels and the new acid cannon. Not all of them will include new weapons, but I have a few more guns I want to get in that I didn't have time for. I'd expect us to release at least 9 more updates through the next 9 weeks.
Thanks!
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Definitely an awesome game, and well worth playing... but the glitches are really annoying. The undefined soldier thing, as well as the quest-dropping diminish the experience; it'd be much better if those were fixed. Other then that; I have no complaints.
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My only complaint is that is wasn't long enough. There's enough depth to the available upgrades that I was only about 60% through when I won... this could easily last 10 more levels without getting dull.
Everything feels nicely balanced; there is a very real choice between having enough ammo to keep fighting off the hordes and continuing mission progress, and choosing wrong to either extreme can (and will) cost you the game... or at least your turrets.
Graphics and sound fit the feel perfectly (a minor glitch in which the countdown stops playing on the later levels notwithstanding), and overall, the game plays great and leaves me wanting more.
In summary:
Awesome game, keep making more!
Author's Response:
Very nice! Glad you like it! Thank you!
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First things first: 'Rotate Gun' is the worst mechanic ever. Use the mouse. For god's sake, use the mouse!
Nextly, poor graphics, poor sound, poor pretty much everything... this game epitomizes 'lack of polish'.
Finally, what's with the 'first place @ tech fair?' Considering the game itself, it's obviously a lie intended to con people into playing. All the rest is important substance, yes... but it is for that, that I blam you.
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Technically, this is a Stratego variant, not Chess... as the 'hidden pieces' and 'weakest piece beats strongest piece' mechanics demonstrate. Nomenclature aside, it's a very good game, and despite the randomness of truly hidden pieces, there's still a lot of strategy involved in uncovering the pieces (or digging up graves, if you prefer), particularly in considering what pieces have and have not been revealed yet. Great game, definitely worth playing again.
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All in all, I liked it... but I found the guy's comments got annoying pretty quickly, and it got really tedious confirming 'yes, I want to buy this' on every round of ammo. You already have to click twice to get something, by design (once on the item, once on buy), so adding a third click is serious overkill, and quite annoying for mass purchases like ammo and repairs. Eliminate this. An option to make the guy stop talking would also be good. Other then that, a pretty good game.
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Good job on this one... but it's too short, and too easy. And there's the looping music, but that's fairly minor.
If you could make it longer, and maybe add a boss or something, it'd be much better. I very much appreciate the 'get gold for blowing random stuff up' mechanic... if possible, add more!
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Awesome game... it's much cooler to wander around a city killing zombies then to sit in one little bunker in the middle of nowhere doing so.
That being said, there's one annoying glitch... occasionally, when you're doing a 'defend this spot' mission, the time will end but you'll still be stuck there: no more zombies will spawn, so you can't really do anything but end the game, which sucks when it's been a while since you've saved... :(
A little fix here and there would make a great game even better!
Author's Response:
eventually it should go to the "successful" screen. what happened is that a zombie probably got stuck on a wall or car off-screen and you couldn't see him.
you've successfully defended a spot when (A) timer reaches 0 and all enemies are dead, or (B) the timer reaches -30. in option B, there can be enemies on the screen, so it's a failsafe.
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"Pretty good... could use some tweaks"
A pretty good defense game... except for a few things.
Firstly, the music gets rather annoying after a while. Perhaps add multiple tracks, and allow the player to select between them? At the very least, add a button to disable it!
Graphically, it seems strange that the four anti-ground guns are all present at the start of the game, but you still have to buy them... that should be fixed (perhaps add guys using the guns when you 'buy' them). Similarly (as others have mentioned), you can only buy 5 AA guns, while the game says you can buy 6... essentially a typo, but still annoyingly noticeable.
Gameplay-wise, you should rework the rate at which you can upgrade. The anti-ground guns max out early, but there's two sets of anti-air... late game, this leads to your automatic defenses making you more or less invincible to air attack, but relatively vulnerable on the ground; meaning that you have to constantly keep your main gun targeted on the ground to avoid taking damage. This seems flawed... the overall pattern of your defenses should be more even, to continue the early-mid game theme of having to switch your main gun between ground and air constantly, depending on which is a greater threat at the moment. A temporary solution would be either to up the maximum power of the ground guns; a better one would be to add another anti-ground 'weapon'. I suggest something like a tiered system of trenches, barbed/razor wire, minefields, etc... that would slow the ground troops down and cause some damage, allowing the anti-ground guns to deal with them before they get close enough to attack (especially the rocket troops, whose range makes them difficult to deal with at the best of times).
I suggest taking off the hard-coded limit on upgrades; and replacing it with a soft limit; which is to say, don't stop the player from getting more, just make them progressively more expensive, until such a point that the price makes further upgrading prohibitive; this (theoretically) allows gameplay to continue indefinitely, as the arms race between the player and the enemy continues.
I note that there is no way to upgrade health or auto-repair (relatively simple and widespread defense-isms). This implies that if you're getting hit, you're doing something wrong... and punishes you for it. This ties back into what I said before; if you're looking to make an 'invulnerable defenses' setup, where you never get attacked ever, then yeah, you don't necessarily need health. But if the enemies keep getting stronger, and can quite likely hit you once before you kill them, despite your best efforts, then you either need more health, to deal with the ever-increasing number of such incidents, or an auto-repair, to react to such as it occurs (or, better yet, both).
All and all, a very good effort, but in need of polish... just a little more will make this game truly great.
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Having played this game several times, I've come to the conclusion that the biggest problem with this game is the randomness of troop spawning for both sides. Some levels will be ridiculously easy... the enemy sends one or two soldiers, and a bunch of your guys walk across the field unharmed. Some levels, your army forgets to show up, and you get pwned.
Other then that, it's a pretty good game... it'd be even better if you'd tighten up the randomization function so as to ensure roughly fair troop sizes, on both sides.
Also, as the idiots seem to need constant reminders, this came out way before Bowmaster. Yes, Bowmaster is awesome... but there's been a lot of bow-type games, and this one came before that one.
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