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MLScherbatov

411 Game Reviews

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i feel like theres very little reward or visual progress for our accomplishments in the game. sure, a bigger brain is cooler to look at, but there doesnt seem to be any goal other than just making it bigger and bigger. having some reason for us to be developing the brain or some kind of endpoint would make me want to finish the game more. as of now ive played for maybe 30-45 mins and its just the same thing over and over.
*edit:* after ascending for the first time, the game is now registering my clicks on upgrade buttons as clicks on the brain, which makes the game stick there just clicking and clicking and lagging until ive basically lost interest. i agree with some of the other reviews re: the game not really running very smoothly. if im not seeing any rewards for my time besides a bigger, laggier brain, then idk why im here. u need to add more of a final goal of some sort

also some more tool tips would be very helpful.
ex:
-we have no indication of what the accelerometer does until we use it, and wasting our first one significantly detracts from our progress. (also imo the accelerometer should be set to a keyboard hotkey because we inevitably waste a small portion of the timer by having to move the mouse back up to the brain)
-does brain stimulation do anything besides what one normal click would do?
-is pulse speed the maximum number of times we can click per second, or is it how fast the pulses spread to new neurons?
- i didnt know where to click at first and thought the dna meter in the top middle was our stash, not the one on the right in pink. given that it said 10dna, i clicked several times on different upgrades with no response, and i almost didnt play the game at all because i assumed it was frozen. i think from reading the other reviews that several other people had this problem and just quit.

in general we just need a simple tutorial and this game would be much better. its not as if its hard to figure these things out after a few minutes, but the early game in a clicker is absolutely everything, and we should know what we're doing before being thrust into the game.

this is really interesting but the physics/momentum often just dont rly make sense, and i think you should start with some simpler levels before making some of these so difficult. everything after "up" has been very frustrating

the fight/stop button is not nearly clearly visible enough (maybe put a circle around it so it looks more like a clickable button) and it's unresponsive a lot of the time
i reached 5062 max plants and it costs 5249 to upgrade it again, effectively making it impossible to upgrade. my sheep are randomly dying so fast that they also cant be upgraded even if i constantly kill all my wolves. ive yet to see over 300-350 sheep so far and i need 524 to upgrade them. as soon as they near 300 they just start dying again. *EDIT* the eventual 2x upgrades help fix this but they come too slowly imo. wolves in general eat way too many sheep and i found that after i beat a few bosses i had to stop upgrading my wolves because otherwise my sheep were close to 0 no matter how fast they spawned.

if i consume some of my grass when there is an extreme surplus, it shouldnt effect the sheep population. the population should only go down once there is no food left, not just when the grass meter isnt full enough. the same goes for wolves vs sheep.

i think it would be a good idea to just display the actual number instead of using the exponents, or at least wait until we reach much higher numbers. when you start using them at 10,000, you're actually making the numbers much more difficult to read and taking up more characters than just using the normal digits would.

"a herd of deer is wandering through your land" - if i decide to let them stay, instead of adding to my livestock, they set my livestock to the number they were supposed to add. i had ~285-290 sheep, i let the deer stay, it says ive gained 280 sheep but instead i am at exactly 280 sheep.

i agree with other reviewers that lust is too difficult. she should not be damaging us while we dont have the fight mode engaged either.

ember is not explained adequately. i dont know how i gain more embers, and it doesnt tell me how much more damage im doing as i gain them.

its a good concept but really needs work

it is really not clear that you have to drop sheep onto the egg to crack it. you should a little bit more tutorial because i put tons of sheep there with no idea what i was supposed to do. dropping sheep onto an egg is a bit of an unconventional method of hatching, so it would be very nice if you just explained that to us. i was stuck sitting here for 10mins wondering wtf the sheep eating grass even did or how to get the 2nd resource.
my suggestion is to add a button underneath the egg just like the sheep and grass, and show us a meter just like them where it says how many sheep we need.
also: i have no means of ranged attack. its silly that the archers or any unit with range can just stand 5 ft away from me and remain unscathed until i have cooldown on my fire again. if we could feed the dragon sheep more efficiently this would be fine, but all my resources are maxed out and im simply not able to pick up and drop sheep fast enough to heal my dragon. consider 1 click feeding??? its like nearly impossible to pick things up once there are more than a few units on the screen because theyre so tiny, and and the ranged hero is just a chore even with everything fully maxed out and 10s of thousands of hp. you have to either let the dragon attack at a range or you have to give the opportunity for more upgrades. every battle until the ranged hero was incredibly easy, too. it just seems like the potential to grind is very low, i end up with tons of gold i have no use for, etc. maybe let us spend the gold on upgrades for the dragon? theres nothing to really grind on besides just idly sitting here and watching my dragon eat all day

itd be good to add some instructions, especially at the opening screen we have no indication of what button starts the game or if its functioning properly. ofc spacebar isnt hard to find but it still was not very clear and i wasnt sure if the game was just glitching or still loading at first. also it seems like the character in the center of the first room is your avatar, so i kept trying to walk downwards and it just goes "i give up"... its really not user friendly in many ways. it would also be much better if we didnt have to tap the keys for every space we move. that makes sense if the game is a rougelike dungeon crawler but the enemies arent taking turns so im not sure why its set up this way.
combat is basically just token collection, i have no indication that theres any danger whatsoever or if i or the enemies have an hp meter. is there any motivation to even fight the enemies? if im not gaining xp and i have no real objective besides "get to the end" then im not sure why the slimes are even there
was there any point to the burger whatsoever?
this is a good start i guess but its hardly much more than a 1 minute pixelated walking simulator and has very little content to draw my interest

this is just trash sry fam
why did you make 6 separate games like this instead of just creating one finished title

when i mute the music, it starts playing again as soon as i die/respawn. the game seems alright but if im gonna die a bunch of times in a row on the first hill with spikes, its kind of a deal breaker for me. i dont mind dying/difficulty but im listening to other music and i want the game muted lmao, so it should stay muted when i die

yay! finally a flash rpg that doesnt inexplicably lag like crazy! and it seems really well done in general! no big qualms so far! the only gripe i have is that i wish the character could move from the center of the screen a little bit, as when clicking repeatedly i tend to misclick and walk back and forth, especially around enemies that are moving. great job though!
edit: i also wish there were WASD controls. i dont really like using the arrow keys for games which also might require the mouse, its like a weird uncomfortable way to bend my arms. i know its for lefties but theres rly no reason imo to not include both arrow keys and wasd options

im pretty fond of the game, but there are a lot of little things that i had problems with:

you could use a speed up text feature. the opening stuff is cool, and i appreciate the music and pixel graphics, but it moves really slowly and it seems like the text stays on the screen about 5x as long as i need to read it. i also dont want to just skip the entire cinematic.
we should have some simple control explanations in the description or in game. although most of the controls are pretty intuitive, it doesnt tell me what the back button is and it would be helpful to just have a tip that says "press esc to go back" or something. for that matter, if we are going to use the inventory a lot i think it should be optional to use z and x as confirm + back. its also pretty odd that you'd make us press f to interact with objects. it doesnt really make sense, and none of these keys are placed in a way that makes them all accessible without moving my hand around the keyboard or pausing to make sure im hitting the right key. we should be able to just leave our hands in the same spot the entire time. there arent that many keys being used that we'd require them to be so spread out. we could be using just z, x, and c, and then A, D, and F would still be right there for switching monsters. we could also be using up to jump instead of requiring spacebar. all of this stuff can pretty easily be added as an option while still maintaining your original control scheme, if you are attached to it for some reason.

this is not an rpg, its a runner game. view is too small to have any idea where you're going to land, and the jump/movement keys were often unresponsive. no sound, graphics are ok but the controls/capabilities of the duck are very unclear. sometimes i was able to wall climb, sometimes i was not, length and speed of jumps seems inconsistent, there were barriers in the middle of platforms i had to jump over which had 0 visual representation... this doesnt seem like its in any way finished enough to be on the portal yet

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