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CharType

7 Game Reviews w/ Response

All 28 Reviews

This game crashed for me and gave me an "out of application memory error". I restarted the game and it did it again. That shouldn't happen. It's too bad, because this looks like a really well-made game. If it helps, I'm using the latest version of Firefox on macOS Sierra 10.12.6.

adriendittrick responds:

yeah I have issues making game maker studio 2 games run properly on mac unfortunately.

Neat concept, but it just doesn't run well on my computer at all. It doesn't display right if I have my browser zoomed out. The controls are touchy and a slight tap sends me careening. And the framerate looks pretty choppy.

JelleVermandere responds:

I'm sorry, I could have optimised it better. Something to work on in the future!

This game was fun. I do not have the reflexes needed to get 3 stars on all levels. The hitboxes were fairly small on my screen and I found I would commonly misclick and lose a potion or an ingredient. A separate button for discarding an ingredient, like shift-click, would be nice rather than just having it be discarded when you click on empty space. I would have liked if the game had a "restart level" or "menu" button too. As far as I can tell the only way to exit a level is to win or fail. I got all 4 endings and I liked that that wasn't as difficult as getting 3 stars on everything.

FutureCopLGF responds:

My bad on the difficulty! And yeah, as the patients grow in number, the hit boxes get smaller which can be frustrating. I tried to make the boxes a bit bigger than they look, but I think next time I'll make it even bigger. I think I was too big on trying to recreate the FF1 battle screen when I should've made the patient window larger so they were easier to target. Cheers for the feedback!

This game is kinda fun, and seems like it could be more fun. But right now it has some huge flaws which ruin the enjoyment for me.

The tutorial should really be revamped in my opinion. It is impossible for me to beat the clicking challenge at the SP tie, and I'm a fairly fast clicker. And it is impossible to advance past that point in the tutorial without beating that challenge, or to exit the tutorial either. So the tutorial is unwinnable for me.

On that note, the whole click speed challenge in SP ties seems really out of place in this game that is otherwise all about turn-based strategy. Maybe remove it and replace it with something else?

There's some sort of health regen over time in this game, and the game is turn-based. This means that you can win all the time if you wait long enough, it's just tedious.

It seems like you could use some beta testers for this game, or at least that would be my suggestion. If you're looking, I'll volunteer.

rotcivsette responds:

Thanks for the feedback. Message me how many clicks you did on average on the mini game and I'll see what can be done :)
This game was more of an experiment, if (or when) I come back to this style, I'll contact you about the beta testing. So thank you again.

There's a lot of interesting ideas here, and the story sounds really interesting. However, I found the gameplay needlessly confusing, and therefore frustrating. I almost couldn't figure out what the rules are governing when you can place a tower or not, and even though I eventually figured it out, I would have preferred some instructions saying exactly how everything works.

Rarykos responds:

Thanks for elaborate feedback!
Let me explain why there are no instructions - they are disctracting for the majority of players. In the end almost nobody cares for the instructions, but for the interactions they themselves come up with.
But I think I will add some help & guidance for the deluxe edition, just so it's not so frustrating!

Interesting concept, but I found it too frustrating to keep playing. The crossbows guys kept destroying my turrets even when I used walls and upgrades, and there were too many for me to defeat manually with my bone throwing. The farthest I got was I think wave 6. There might have been a way to get farther, but it would have taken me too long to find out. Still, pretty good for a game made in 72 hours.

Oultrox responds:

Thank you for the feedback! It's quite tricky to get the grasp of the game at the very first but I'm sure you can come up with a better and better strategy for those lil' bastards the more you keep playing and getting use to the controls (you can speed up things with hotkeys, try to invent an formation, etc.) you'll totally get better of course but I do understand the frustation, to be honest is a whole difficul thing to balance between challenging and an easy learning curve for the game, so we still polishing those bits, Thanks for the comment again!

Great game! I loved the previous Castle Wars games, so I was happy to see this. I thought this game had a nice variety of cards and a good level of challenge without being overwhelming.

There is a very minor bug that's causing the dealing animation to display twice to me. Also I think that multiplayer could really use a "resign" button.

I couldn't figure out any of the secret achievements besides "Master Thief" and "Babylon Wall". Could I get a hint, maybe just the names of the rest?

m0rkeulv responds:

Thanks ^^

Multi-player is still work in progress i will hopefully get more work done on that part soon.
As for hints, one is called LUCK and another one is called JESTER and they are all about how you win.

Btw, achievements are only unlocked when playing campaign games.

Hi, I'm CharType. I'm a gamer and I've been on the site for years under different usernames. I like to review games and sometime make games and write. I have an entertainment and gaming Youtube: https://www.youtube.com/channel/UC7XKZnvgo35yfJQ-blHVSzw

Age 31, Male

Joined on 5/1/17

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