Age/Gender: 25, Male
Location: Fantasyrole.org
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Strike not the defenseless - Champion the weak - Cruelty is cowardice - Pride is weakness - Word and Deed are as one - To break the Code is death. So sayeth the twice-born.
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Whistle Status: Bronze
Exp. Points: 3,955 / 4,010
Exp. Rank #: 5,922
Voting Pow.: 6.13 votes
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Flash Reviews: 36
Music Reviews: 16
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All Flash Reviews
36 Reviews | 10 w/ Responses
Nice: The turrets don't bother attempting to attack creeps above them, through the ceiling.
Not-so-Nice: The turrets will, however, spray ammo stupidly at creeps a level below them, through the floor. Creeps on the same floor as these brain-dead turrets take less damage because they're not being targeted, and are more likely to make it to lower floors, perpetuating the cycle.
Other than that, the concept is very similar to another turret defense / character defense game I've played, where the character can only perform melee attacks... but this is a better execution of that concept.
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I loved Aeternus Lamnia. The black mage was a fun boss. And this game makes an excellent follow-up, with new challenges and new abilities to conquer them. It seemed a bit easier than the previous, but it might've been the practice. A few issues:
1. Eternal Weather Boss - Occasionally he'll fire two effects simultaneously, but only one triggers. Minor glitch, doesn't affect gameplay.
2. Minigame, Dodging Dark Matter - Your sword cannot trigger black symbols if in attack mode. Holding down the mouse button makes this challenge easy, even though you cannot use Shield or switch to Fire Magic.
3. Eternal Air Boss - Most irritating in the game, worse than either of the "Armored" bosses that can only be damaged with Strength magic. The reason is that he can only be hurt by Fire magic, during the attack he uses least often. Even then, his target area is hidden, and there's a large projectile you'll need to block.
A few tips: Eternal God is more tedious than difficult, don't get nervous.
Eternal Plant's ability to make the world go funky-colors doesn't actually change the symbol colors... watch his pattern. No matter what color they -appear-, the spiked vines are still coated with BLACK symbols, for example.
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To those of you who can't tell the difference, this is not theft. If anything, it's a clone. Not a very good clone, but at least an interesting game in its own right. It's a bit difficult to hit moving targets, and I didn't manage to bite down a UFO... also learned that underground movement is a fraction of the speed of a well-prepared diagonal jump. All in all, pretty well done.
I also have the original on my PC, in which biting down UFOs is a very bad idea.
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A rather simplistic physics-based game, the boosters make things interesting... and yeah, the final level is tricky. But I got it. No spoilers, but I will say that while the prize is indeed beyond material value, it's definitely not worth the hype.
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This has the potential to be a pretty decent music video.
What it needs is better audio quality and to be synchronized with the visuals
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Games have difficulty, or objective... or score. This has "Keep generally to the left, fire constantly, your kill count is recorded".
However, if you ignore the fact that it's a poor attempt at a game, it is a hyperactive work of art. Visually stunning, graphics to the utmost, plunging transformations at exactly the right moment in-keeping with the music.
This is a themed music video that the observer is permitted to play a small part in.
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I could never break level 150. Right around there, the creeps' health recieves a 10x or something, and they immediately go from "OW, turrets HURT" to "Yeah, you've got a BFG and some Nukes. So what?"
Then I read the forums, and found out how devastating an organized chain of laser turrets could be.
Wave 207. 2045 Kills. 8376 Shots. Spent 207204. Score 423732180.
At Wave 205, one of the little dinky stars slipped through my Holding Pattern of Laser Missiles... missiles which, due to laser-chain management, were doing over 25 billion damage with their beam-fire. After that, my laser chain fell apart, started firing at the creeps instead of aiding the missile battery, and it was all over.
This is an excellent game... very clever for a turret-defense deal, and the combos are incredibly powerful, and a very interesting mechanic. Other than that, there's not much I can say about it that hasn't already been said.
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This is the "Numa Numa" of the video game world. It's not easy to get a laugh out of me, and my face clearly read "WTF" from the very first "Hold Devil's Pot of Tea".
I lost, though. Busted out laughing when the sub-vocals "My MILKSHAKE" came in.
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Brief... pointless... stick. However, the effects and animation were impressive and detailed.
You've got talent. Put it to use.
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Beautifully done, visually speaking. The gameplay is a mix of bland and classic, with enough clever weapon powers to keep someone interested. However... there are too many penalties on power. Firing slows down your rotation speed. Activating additional turrets reduces firing speed and multiplies energy consumption. In essence, as your turret emplacement grows in power, its speed and effectiveness diminishes. At the same time, the enemy is growing in speed, power, and number with each successive wave... eventual defeat is inevitable.
And then I got to Wave 17. Apon beginning that wave, a very large number of trucks bearing nuclear warheads advance from all directions simultaneously. Even with damage pumped to level 7, a single nuke-truck takes seven shots from the Plasma Cannon to take down... the turret can't churn out enough damage to bring them all down before one strikes, and that nuclear blast is an instant-kill. Five simultaneous nuclear blasts, just plain rubbing it in.
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