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MoonlightSoldier

46 Game Reviews

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of all the bloody hells you put me through in your games... that was a hell of a finale.

This is a great addition to the 'ROvania' Series you have (may as well call it a series.) It's fun yet challenging, keeps you on your toes yet you don't feel like your a glass cannon. While your able to tank some meaty blows your skill at reading and doging attacks comes first rather then just beefing yourself out yet it balances out nicely. This is indeed a very well done game. I was able to beat that final challenge... probably burned through twenty potions and had to attempt it... 7 times I think? and the best part is that you don't have to rely on spamming dodge, not that you can anyway, well I couldn't.

Fun game play, good curve, fun gear and items. I enjoy the references. Keep up the great work. I myself had not encountered any bugs in my play through, maybe I got lucky? I use fire fox

ShadowWhoWalks responds:

It was thanks to 20 or so bug reports in the first 10 review pages that I managed to get some of the crap together. Thanks again for checking in.

Before writing this review, I wanted to try and get the best possible ending. However that ended up not happening, unless I'm missing something. I did get two of the endings, the bad and the sad. If there is a truely happy ending, then I have no idea how to find it. Do I have to hit the final transformation? It seems like the char loses her mind the more she mutates.

Gameplay wise, it takes getting used too. Combat is simple enough and the early enemies, if you take your time and observe them, are easy to avoid, like the swordsmen, just to note that 'enemy pinning' is not just the swordsmen, the swordsmen can do it the easiest. The boss fights, once you remember the mechanics, are workable, but are frustrating a hit box's don't reflect the boss. The red mutant boss, yes you can jump over it, but it feels like you need more height then what is needed. I have managed to get to the final boss, and beat the boss without any mutations.

*Spoilers*

The game is very ambitious, however at the end I got stuck with something. I got one ending because I hadn't mutated, however when I did mutate and die only once after that, I got the bad ending. One saying I wasn't strong enough, the other saying I took too long, when literally I had one death separating the two. Is there even a happy ending?

Fun game, it's good to see your work culminate into this. So far, upon writing this and passing judgement, I completed 3 levels (intro and two others) and got three party members. So far each member feels unique to themselves so far. The controls do feel a bit rough in response from time to time but nothing to ruin the game. The hit box... I dunno I'd have to test it, it feels good yet rough, if that makes sense, then again making a hit box for this game I'd imagine is tricky. Glad to see that the slide kick isn't broken like in the knight's game.

I like alot of the nods you gave to a few games, I won't put them down so others can learn about them. I noticed you brought the ranking system back too. It be nice to see a kind of progress bar with that, so I get a feel of just good I am with it. Still the ranking themselves give a good idea of where I'm at. I'm also glad that you incorporated one of my initial ideas, the tag-out system, cool to see that. Glad to see that I managed to help with the creation of this game in a small way. Here's to your next project.

ShadowWhoWalks responds:

Thanks for the detailed review. You've been at it since Ragnarok Eternal, I still remember your review. I hope this didn't disappoint too much.
I'm trying to figure out this rough feeling thing, you're not the only one to report it.
Thanks for the review and please keep me posted on your progress.

Definitely has alot of potential, can't wait for the full game.

TwinBlazar responds:

Thank you. :)

This is arguably one of the most complete game I have played on newgrounds in a long time. It's simple yet effective, every level has it's own theme, gimmick and even it';s own seperate story, the combat system, while not the depest, still has you thinking 'what is the best way to beat this guy, what is his weakness, how can I hurt the enemy without spamming my special?' I played this game to the end, not even realizing I started at... 9:30 at night, till 4:30 in the morning.

The check point system does work (reading one of their authors responses I can confirm that.) That said the deaths never really feel cheated, they always come across as 'damn I messed up' or 'why didn't I do this instead of that?' The dash mechanic does feel broken... for standerd enemies, then you go against a boss... YOU NEED THAT DASH ABILITY XD all the projectiles! It feels balanced in a way your broken, but you face enemies clearly your equal (except for the pheasent girl... she's a push over...)

The heart strings... that sunflower level, god DAMN the heart strings... that was easily the longest level and, to those just picking the game up, if you read this, I do recommend starting on the rotten pinnacle, I won't say why (for spoiler sake) but that's the level I started on, and I could tell, it saved me alot of grief. I still find it cool how essentially every mechanic from every level has it's own way of carrying over to the other levels, very nice touch.

I dunno what else to add really, if the game were on steam hell I'd actually pick it up. Maybe there could be more too it, bonus characters to play as, perhaps a gauntlet run. Maybe post-game there can be special side challenges to test your platforming ability with all the skills you got. (Still havn't gotten the one door in the light house tho...) Honestly, this is a VERY enjoyable game and delivers exactly what it should be. It has strong mini stories but it doesn't stray too far from what it is and it knows what it is, a beat em up, yet is not afraid to mix things up, congratulations on an amazing game.

TwinBlazar responds:

Thank you very much for your review. I appreciated it. :)

starting playing at 7... stopped at 9:30, broke Freyja's stats... yet can't stop playing. had a score of 5 mil. If this hits steam, PLEASE include a multiplayer feature, that be epic. Also may wanna have something so the mother ships start getting stronger, when you can down five of them coming at you at once, think they become more like treasure boxes then a threat.

I'm gonna start off saying: I have played both kingdom rush games and even paid for kingdom rush on steam, so yes, there will be MANY comparisons.

King of Towers is probably the first MMO tower defense I played which is interesting but... there isn't much MMO when the only multiplayer feature is, face opponent with unknown battle value, highest value wins. Ill just out right ignore that then...

The main game play is pretty much kingdom rush. You have four tower types, melee, archer, mage, bomb. Use them strategically to win the map. The biggest difference is where KR used stars to upgrade your towers, you collect money to fortify them, and supplies to unlock the towers which is a new twist on it, making you have more freedom of customization, granted by the end you could buy it all, it's how you get there. Upgrading defenses increases the value % wise which, isn't a bad idea, but it always feels like a lessened value and it's only on the base damage. ok you have 450% increase to atk damage, next upgrade is 3% of base value. Doesn't seem like much even if it does add up, it's getting to that point.

Also, there is no real character too it. Kingdom rush has, while limited, animated backrounds and interactive objects (exploding sheep) Plus in frontiers, there ar missions with unique actions like the pirate ship. I have yet to see a unique set piece, or interactive object, this game focuses more content vs quality which isn't bad... but the substance lacks soul.

I will not call it a blatent rip off of kingdom rush, if you do, you have a very narrow view point. However I cannot rank it as high as kingdom rush as it is the superior game and is balanced. This game you can make it unbalanced very easily, and again, a cash system that can grind you too a halt. I realize game producers need to make money somehow, we all do, but this is not one of them, at least in my perspective. Does it deserve the hate I have seen in some comments? No, but as it stands, it's not gonna earn money the same way Kingdom has, or the way it can, especially when you buy content for it, it's permanent, where this game it's temporary boosters. It's ok to play, but doesn't deserve cash. Don't hate it, but give it some life, and please... don't rely on fan service, I see the scantily clad giant chested girl at the top outside of battle... It doesn't help.

The game is fair enough on it's own merits. The only thing I don't like is the lack of action point system, you can only move, or move and attack, you can't move to grab a crystal then move again, or make direct pathing options. it kind of kills some enjoyment because the crystals are RNG and I can't plan them at all. It's not bad but... that one detail is a huge sore, please look into that.

After two days (on and off) I finally beat it. After all that what do I have to say? it's fun, it's a good time waster that tests both tactics and luck (as well as foresight)

The idea that you have to get matching blocks to power up your warriors is nothing new, and at the worst can be enfuriating sometimes but this had a good balance, five colors and it never changes which means the damage is always dynamic, like every fight, it never plays out the same. The upgrades work well once you learn how it works (For those reading, +1 damage = +1 per block, so say your char has 4 atk, gets two blocks, it has 8 atk for that turn) Seeing your damage grow from 5's and 6' too 2-300 (highest for me being 758) is satisfying, especially when you can wipe out a full enemy team in one turn if you play your hand right.

The down side is of course the repetitiveness. Everyt fight, while it may 'feel' different, is kind of always the same, and the dungeons never really change. The levers do force you to fight through enemies, but since you have no penalty from running away, or dying, it makes it too easy to just, farm the one fight that gives alot of exp, then immediately leave. When I started I bought items and did exactly that, farmed an enemy that gave alot of exp, and boosted my guys. I ended up steam rolling the harder levels, especially when I unlocked the color variations for each char. (my winning team was two yellow, 1 red, two purp, altho a better strategy would be 2 blue, 2 red and 1 green)

This was brought up as well, the fact there is no 'game complete' image or video is kind of anti-climactic. Got all the dreams unlocked (FIRST PRIORITY: those bonuses make a huge difference) then beat all the dungeons with every chest opened and... nothing? not even a congrats?

Nit-picking aside it's still a very fun game. Perhaps a sequal where the dungeon master tries to exact revenge? (btw, I loved getting those massive combos to see the look of shock on his face, nice touch)

Very interesting concept... infact I like it, if this is a beta, would that mean the actual game would be kind of like a race against the clock, the longer you take the weaker you get? (speed runners eat your heart out XD)

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