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There practically AREN'T even any choices to make

When I saw the loading screen, I thought the game would have more depth and that the 'story mode' would have different levels...

I played story mode 5 times, building 4,5,6,7,7 robots.

I liked the graphics, loved the 'story' and the game is intuitive enough.

My beef is with the repetition and lack of any potential for a strategy or for interesting choices whatsoever.

Winding fast, grabbing the pieces, then winding isn't very engaging.

Success seemed to be more about working out what winding system works best - not a very interesting thing for us to perform iteration on - and nothing to do with any choices we make.

There practically AREN'T even any choices to make.

If you had this same game, but maybe on level 1 we had to make a few robots, then on level 2 we started getting different robot parts, which could only fit onto the right robots, that might be a cool puzzle element. Maybe different robots have different power and complexities?

And maybe we can buy multiple stands for robots?

Or have some other twist to let us actually get involved and feel like we're deciding something.

A great idea, but not a good game yet.

It seemed worth playing a few times

Neither shooting of moving targets nor the selection of different colours to shoot different things is original, yet the slick presentation made it somewhat enjoyable to play.

I'd have liked it if the score we gained for the bonus or the target we just short to appear beside the explosion momentarily.

I never really understood if the 'multiplier' you refer to is some ongoing, cumulative thing or if it's just for that one target. That could have been better explained.

It seemed worth playing a few times though.

Maybe some interesting movement patterns (with the same forecastable bouncing kept but more thought given to initial setups) would get this closer to greatness.

it's not really kept me gripped just yet

Got an initial score of 2:28 on hard, then managed to reduce that to 1:48 on my 3rd go.

I found the same sentences came up worryingly often - I had the same sentence and the same challenge on 2nd/3rd games.

It is educational, though I never understood how correctly labelling words helps anyone.

Maybe asking us to point out the wrong parts of sentences would be more instructional.

I liked the sound and idea of mixing in ninjas.

Brilliant instructions!

I really disliked the lack of personal highscores being saved.

it did make me look at the way I identify adjectives and verbs a bit more, but it's not really kept me gripped just yet.

Fun to experience, but not a fun game imo.

After first losing against the big shark, i played again, getting all the way to the end.

Intro is epic - with the sound and fbf reveals - though it made me think the game was gonna be a bit more epic...

I found that it was hard to tell exactly where the projectiles were coming from - specially after the spears - and clicking quickly seemed to do more good than actually working out stuff and being accurate, as I tried to do on the first game.

I did like the story and various graphical touches (specially the fact that there's musicians on-board!), but the game mechanics just seemed too repetitive and too much about rapid clicking.

Maybe if we had a finite number of projectiles, which increased at a constant rate, it'd help it be a bit more strategic. And maybe pull out the screen a touch? Maybe jave our projectiles disappear when they hit an enemy?

Lastly, some of the attacks from the bosses just didn't seem to really be avoidable.

Fun to experience, but not a fun game imo.

Needs a highscore table.

The toss-and-throw idea is old, but adding the spin idea to it is a nice idea.

I played once, read the instructions, then played again.

Managed to get 15 rotations and (I think) around 10k points. The points seemed a bit unclear though - I was never entirely sure how much of the score was from the last throw and how the multiplier affected the score.

Does the multiplier affect the rate at which the score increases for that throw, rather than affecting any existing score? You should make that clearer...

Anyway, it's a cool game, but it should really have a swanky high score table. Then it'd have a little bit more long-term appeal.

I did kinda enjoy it.

Played once to check it out, then on 2nd go got around 405k points.

It was pretty challenging towards the end - pretty much just a reaction game, but pretty tense as the red rocks got closer and closer before I jumped in.

I was really annoyed by the high-score table not working though.

Also, the initial rise in difficulty seemed to be a bit too slow to me.

Though it doesn't have an awful lot of long-term appeal, I did kinda enjoy it.

maybe it's just aimed at a different type of brain

The crazy announcer gives the game real personality.

3d stuff is mighty.

I thought a nicer graphic for the ball would work better.

I like the basic mechanics - a nice twist on the basic marble madness/spindizzy-type stuff.

I got to the level with the gravity fields and try as I might, just couldn't work out how to get through. I dunno... it seems like the game could maybe do more to 'train' me.

Or maybe it's just aimed at a different type of brain.

Main mechanic is boring.

The sprite enemies look fantastic and I was impressed with the new enemies that arrived in level 4.

However, the first few levels are way too easy (I survived without a hit, 250 health by level 3) and the main mechanic is too simplistic, uninvolving and lacking in variation.

Mindlessly left-clicking is boring. Maybe with limits on ammo or a few twists, it may be more interesting.

I stuck with it 'till level 6, then decided I had already played it for too long.

idn't gel for me.

The plot was a bit hard to follow with kinda tennuous links between the various sections. It seems more like you just wanted to try a mishmash of different ideas and worked out a plot to encompass it all than a really coherent game.

I got annoyed in the stealth bit - got to the level with the spinning torch and no further - twice had a sliver left but died before the red had all gone. Also, it seemed odd how the alarm meter went down continuously and being in a torchlight didn't seem to affect it.

Gave up there.

The characters are quite cute and I liked the shark animation, but there's really few frames of animation - our main character should show some emotion in conversation!

In the dark level, maybe show whites of eyes or something, to allow for folk with darker monitors.

I also found the speed of the text progressing too slow.

It's got some good art and some nice motion in levels 1 and 3, but the whole thing didn't gel for me.

made me smile.

I am duck!

I presume most folk are though...

I thought the graphics were really rather sharp here. I liked the layout, scanlines on text, colour and graphics.

Many questions made me smile.

Great song.

To improve, maybe you could let us see the other endings after we finish? As it is, I spent a quick minute replaying it 5 times to see 2 other characters.

Also, maybe if you had a '% steve', '% duck' etc. so we can see how much of a margin there was, that may be cool. I've seen that in a lot of proper online quizzes folk post on LJ.

Good quiz. Even though I rarely take these silly things, this one made me smile.

Snubby responds:

I make things like this in a day so I don't really think too deep into gameplay and stuff... I should have had like an image you can copy into sigs and stuff of what character you are, other characters, etc etc. I kinda sped through it, which I always end up regretting. I can always upgrade it tho.

BTW there are 4 characters, not 3.

I am BEhrooZ Bahman Shahriari. I am a man. For years, I have been (sometimes) called... BEZMAN!

Age 41, Male

Glasgow, Scotland

Joined on 8/16/01

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