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Lictalon

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This was a very simple, yet addicting, idle game.

One thing, which is a problem with many idle games - you really need to format your numbers correctly. The numbers need separators - it's impossible to tell at a glance the difference between 100000000 and 10000000000. And exponential notation isn't very readable. Either make your numbers smaller, or make them understandable at a glance.

MasterChameleonGames responds:

Yeah I will try to do that from now on.

This has potential, but you need to start by writing with better grammar, because some choices mean different things depending on, say, quotation marks.

NiobiuMmm responds:

Can you send me mail about which choices made you confused

The progress of this idle game is waaaay too slow.

I've claimed all the listed items, yet am still only on level 4.

You really need to increase the _automatic_ building of power significantly, not just the click-power.

TristanMX responds:

Hi, that's probably because you didn't build the right combination of units, if you claimed all of the listed items that means you gathered at least 266,000 might enough for building a combination of either zombies (which quickly get you might because their faith is 30) or at least 1 Fanatic and tons of fervents, and that will grant you access to more units. If your build is well balanced you should be doing at least 96000 might every 5 minutes at god level 4... try combinations, that's the challenge.

This game has a lot of potential, but...

1. It's very confusing to navigate the town and understand all the actions. Little guidance on what the buildings do.
2. Very bad "character stat" views that don't tell you much.
3. When I'm fighting, I can't see my current HP (most important item), and when I switch it to that, the view changes after every attack. Annoying.
4. Bad financial system - I'm only shown gross expenses, not net income.

This interface and instructions would need to be vastly improved for me to spend any more time on this.

blairox responds:

Hi,
Thanks for your comment. I agree the game is quite harsh at the beginning, and not as clear as it should be.
About points 1, 2 and 4: you are not the only one telling me this. I will keep that in mind for my next games.
About point 3: I don't see what you mean, I'm pretty sure hit points are visible in the combat mode. Maybe you did not spend your attribute or skill points, in which case the green 'lvl up' tab is shown.

Surprisingly clever.

I only completed one "iteration" so far, but I'm guessing the answer has something to do with the colored orbs in the basement. I can only seem to get the red one, so I'll skip that next lifetime and try for another.

Emptygoddess responds:

3.5 for surprisingly clever. JEEZE! TOUGH ROOM!

Just like the last one - an excellent game, but the logic is rather far-fetched.

Muja responds:

It's true it might be, in certain occasions.
But after the first case, many people lamented that the story was a bit too "logical" and normal for bein set in a zombie world... So I've tried to fix that!

The games and clue-combining work very well, but in this installment, the conclusion didn't seem as logically sound.

Muja responds:

Unfortunately I can't talk about it in detail here, since it could be a spoiler for future players... But I did my best to come up with a logical explanation for this time's mystery.

I hope you'll like the next one more, it'll involve a challenge of wits with a master thief :D

When I hovered over the document, it ends with the word "lacks --." So I had no good criteria on how to judge the questions. Is that a layout bug?

The wizard's answer to Q3 doesn't make sense though - if the halfling has no money, how could he sell him more potions?

BoobMarley responds:

Firstly, yes that is intentional. The idea is have you aware that there is something peculiar to look for, but have no hard information.
Secondly, sure it makes sense. If you've ever known an addict in your life you'll they know that no matter how hard up for cash they are, they can always somehow find some to pay for their habit.
Thanks for playing.

I can generate an island map. No way to do anything else. Not much to do here.

Also, you have to move the guy to change the direction he's facing, which limits the edits.

Atikyne responds:

Yeah, I was wanting to make it a survival game, but that deadline comes fast. :P

I wasn't sure about the movement until it was too late to change it. I will if I make a full game out of this.

I know this is supposed to be a passive game, which is part of the charm, but one would think the peasants would have at least some basic intelligence - like grabbing wheat if they're near it. With large populations, you have to tell them to gather food.

As mentioned before, the "what should we do" moments are so random and inopportune (e.g., in the middle of a fight) as to be almost useless. Maybe those moments should happen at some regular or predictable points (at a score threshold, after so many seconds, etc.), or when those moments come, the player can at least choose where the circle is. This would retain the passive feature while giving a bit more useful control.

Alon-Tzarafi responds:

Yes, the control moments are random, but a lot of the time you can give a command that can cause more than one target to be approached (for example to confront a monster + gather wood, or gather wheat + the trees behind it, or escape combat + learn a weapon mastery...)

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