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Coop

506 Game Reviews

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Addictive

This particular game is jam packed with the sort of cut and thrust archery that keeps you coming back for more - getting the achievements in game is tough enough and the Newgrounds medals on top of that are difficult but fun to try and get.

I'm not entirely sure how much of a benefit the armours are, but it's a well thought through system linking them to the achievements. Perhaps another way to do it is to have them available for the survival mode when you've unlocked so many achievements, for a start, but when you're in the shop, you should be able to buy them in the campaigns. Perhaps this would require more gold being dropped in the game to cope with the extra budget required.

[Review Request Club]

xdragonx10 responds:

Thanks,

The armor effects are told in the descriptions when you scroll over them in the achievements screen. For the sequel I'm actually planning to have them bought in the shops while you're in the campaign mode, a lot of people haven't had the chance to see them.

Great Stuff

Well, I've had a few weeks to preview this on Armor Games, before this was launched on Newgrounds, but it's been worth the wait - the gameplay has improved so much since the last time, with the addition of gem-based traps, rather than water hazards and the new game modes, to really keep you on your toes.

The graphics are good as ever and the user interface is friendly and uncomplicated, which provides highly addictive strategy play. I love the way that this story can develop, even as you work your way ever north, you can go back and see if you can improve on old scores, just to gain that little extra insight, which could give you the edge you need to get past that level that just defeated you.

More detail in the skills and levels - it only leaves me to ask when you will be adding upgrades for the towers, so that they could become rapid fire, high damage or the like?

[Review Request Club]

Error!

Well, the sad things about this flash is that most of these error messages are actually true. I don't speak of experience of Mac or Linux users, but from my many years as a slave to the harsh regime of William Gates, I feel that I must speak out at every given opportunity.

A nice layout (Ah, the DOS format of the menu screen really brings back nostalgic memories *wipes away a tear*) and some well presented computer set ups that capture exactly what a working computer is supposed to look like. Now that this is working perfectly, we can load *chime* Perfect timing helps there, which you've given us.

All I can say is that you're going to plumb for more cynical errors and come back with another version which has even more funnies to keep us chuckling along, blissfully unaware that it could happen to us at any mo-

[Review Request Club]

AntoArts-Admin responds:

2010 will have at least double as many errors and around 10 error games!

Not quite correct, Physics wise

I think that this is an awesome game, easily capable of killing 30-60 minutes for a quick fix. I think that the real issue that I have falls around the fact that the 'victims' don't actually do anything, but stand there, waiting to die. If one of my neighbours was trying to level my castle and my guards were just standing around, I'd at least be running for cover, while sending the guards out to kill the offenders.

Anyway, that aside, I think that the other problem arises on the later levels, when you knock down parts of the castle and they land on unfortunate people within. In the event of a cataclysmic collapse, such as from catapult fire, there are two things that would happen:

1) Timbers and stonework would break - this I appreciate can cause problems with the Physics of the game in that it makes it so much less predictable. When some of the castles started to fall, they effectively formed defences for the inner rooms of the forts, which to a certain extent would happen, but long rigid timbers wouldn't be perfectly undamaged.

2) People won't remain rigid - they will get crushed and spread out voer larger areas.

Still, a very enjoyable game, possibly benefiting from the occasional meeting with the king between levels, which would also benefit from a voiceover about it.

[Review Request Club]

Nice little game

Interesting mechanics for this game, which is nicely fixed with Physics in quite a few forms. I love the lateral thinking exercises that accompany this piece, giving light to all sorts of things that you can encourage this little blob to do at your command.

Well structured with the levels, good sounds and a nice portrayal of the scientists in the background looking at Spewer to see just what he's up to.

Great graphics and a lovely addictive quality - keep it up and give us more levels in a sequel!

[Review Request Club]

Highly entertaining

A shame that I've been unable to crack the Human race, even with my latest version of Swine Flu. This game is a highly engrossing game, but it allows you to deal with other things while you play, as time passes and you get up some serious evolution points.

I love the walkthrough, but even with that to help me out, it still leaves me with a few key countries still to kill - I mostly fail to get at Madagascar, so perhaps a small tweak of border control activity could assist with that. People take holidays to Southern African Nations and might take a trip out there for a week or so, by light aircraft, this could potentially lead to an infection there, I'm just cluthcing at straws here.

Still, the graphics are god, the gameplay is nicely planned and the whole effect of the game is a pleasant game, despite the somewhat morbid overtones of the whole piece.

[Review Request Club]

Nicely done

A well worked piece here, with well developed physics and the sense of everything fitting together nicely. I like the table layouts that you come up with, from the traditional tables to the more bizarre shapes that you can come up with.

I think that the graphics aren't exactly much to look at, but given that they need a little tweak just gives you something to work on. The mechanics are spot on and while I'd personally invert the controls, so it's more like a pool cue, you pull back to increase the power, it still works well, when you get that point across to the player.

[Review Request Club]

TheDook responds:

Wow, that's a very well thought out review! Thank you for the constructive feedback, I really appreciate it :)

You know, I stopped shaving to think of something to write here. That worked out well.

Will Cooper @Coop

Age 41, Male

Author / NG Mod

Old Skool

Vancouver, CANADA

Joined on 4/28/04

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