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got stuck

how do I burn rope? cant find rope and what burn with?
Anyway got a walkthough?

Kianis responds:

http://www.gamestar.de/community/gspi nboard/showpost.php?p=8522907&postcou nt=35

ouch

Nasty, but nice.

Excelent work.

Interestingly, allthough I had trouble on many levels,when I did them, I did them all well under par ('cept around 4 of them). Some of the levels that were hard I got with just 1 arrow :p

Still, great work.
I cant help thinking this could also be a nice sketching toy too...the paturns it makes due to the bounces and arrows are quite pleaseing.
Maybe if it drew many streaks different colours it would form fract-flame like paturns.

Great original concept, good graphics

But needs more varience to it, it gets repeative.
Maybe have the virus's behave a bit differently on different stages?
Maybe non-square stages but with very limited antidote?
I dunno, but needs a few more things to make this truely great.

Very nice, look forward to more :)

Great game, a nice theme for the normal tower-defence stuff.

If you make a new version, may I suggest having the desktop software proform extra functions?
Like special-attacks and such. (eg, whipe all virus from screen, but takes awhile to charge). It would be neat if they each do different things.

Great game...very much like YingYang

(if you dont know the game, google "YingYang game" or something)

The controlls/flipping of this game seems smoother, however.

nicely done

Nice work.
Allthough I cant help wanting to hit the keys as well as clapping like in Donkey Konga

keep going

I gave you a 3 as you ahave clearly put effort into this.

If you can up the visual quality a bit you will probably get more (purhapes try to apply or invent a style for it).

Original Concept, ideas enclosed

The game seemed fairly original, and well made.
I can picture this being a profesional DS game with expantions.

Reading over other peoples ideas, I see some good ones.

Overall, Id like more varience in the game.
Varience is the key to a good game, imo.

So, purhapes;
---------------

~~ Optional Nodes. (notes which are *possible* to get, but dont have to be to complete the level...these give you more points).

~~ Black holes. Probably very hard indeed to code, but having "curves" rather then lines would make some levels much harder.

~~ Different sized nodes. Some have large areas to get though, some small.

~~ Nodes or regions you *musnt* pass over.

~~ Activatable things. Once a node is activated, it moves or changes something else (eg, another node).

~~ Two or more seperate sets of lazers to position and link.
(coloured coded, some have to go over some nodes, some over others).

~~ Special lazer that *cant cross itself*

~~ Secrets. Purhapes some levels have a "neat" solution that makes a paturn or picture with the lazers. These could give bonus points for rewards.

Overall, every 10 levels or so should introduce something new, feel different. Maybe a slight backdrop or colour change too.
Keep people playing :)

Look forward to version2 :)

Nice :)

Nice work, I like the abstract style.
Allthough maybe it needs to go a little further.

Gameplay is simple but effective.
And nice music too.
(at first it reminded me of the music too an old Commadore game called "Exorcist"...that had really catchy music)

varstudios responds:

Glad you liked it, and yea, I like the music too =). Not sure what you mean by taking the abstract style further.. more abstract?

Im not expert in flash, but see my avatar? I make stuff like that. :)Also CGI animations and graphics.

Age 40, Male

3D Artist

Tilburg, NL

Joined on 10/20/03

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