Crush the Castle 2 [Walkthrough]

Crush the Castle 2

Game Description: Even after crushing and capturing Arcturia, the Redvonian King was still longing for more castles to crush. Rumor has it that King Blutias has built sturdier castles in his cluster of islands known as Crushtania the Redvonian King wants them crushed. The King has sent you, his Seige Master, and Halgrim his finest mason, to assemble the greatest minds in the land to destroy Blutias’s empire. | Take control of your catapult and crush the well constructed castles of Crushtania in this addictive physics/puzzler.


[Continue watching “Crush The Castle 2 Walkthrough Part 2” on Youtube]
[Continue watching “Crush The Castle 2 Walkthrough Part 3” on Youtube]
[Continue watching “Crush The Castle 2 walkthrough part 4” on Youtube]
[Continue watching “Crush The Castle 2 walkthrough Part 5” on Youtube]

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Flock Together [Kongregate Helper’s OFFICIAL Review]

Flock Together: Low Quality Image

[Play Flock Together]Game Description: Your friend has taken off into the sky, and now it’s time to retrieve him. Tether birds and find your way into the sky. Sell your birds for more ropes, and more birds to travel higher and further. | Your goal in this stressless adventure game is to save your friend (as depicted to the left) that has floated off into the sky above, take control of crows and seagulls in your journey to save him (her?) by reaching 100 feet above the vast sea below. Control your character with the arrow or WASD keys in-game.

Flock Together was an extremely relaxing game, besides the occasional “oh, there’s a really, really rare bird, get him!” moment. Aside from that the game was stress free, and overall was based more on a story (sort of like the art games, example “Loved” “Company of Myself” ect.) than the actual gameplay. The game consisted of the you simply collecting birds as you must soar 100 feet into the air in order to save you lost friend, tethered to a balloon, avast in the bed of clouds above. This was obviously not a game that was focused on difficult (heck, you couldn’t die, I don’t believe, or at least I never came close to death to even pronounce this game as having any whatsoever, clear, difficulty) but instead giving depth on a simple storyline and idea, which worked amazingly well.

As I described it, “Flock Together” is an art game (in my opinion), which you could interpret several ways, for one you could be straight-forward and say “it’s a friggin’ cow tethered to a balloon, that probably couldn’t hold the weight of a semi and then I have to give chase to it?” or you could put a little more thought into and think of something more or less logical, but in my conclusion or interpretation I came to assumption that it could relate to real life events or problem, such as losing a friend or close one and then doing anything in your power to get them back, no matter what the odds.

Flock Together

The graphics in my opinion were absolutely stunning! I loved the simple designs and the how the artist pulled off the art in such few colors. I also love the vectorized feel, which made a cartoony feel to it. For some reason, simple designs and colors, mixed with swirls blow my mind away, I love it. Overall the graphics were amazing!

The background music was beautiful and went hand-in-hand with the game idea and concepts. Most importantly it was relaxing and went with the “art” game idea. There were actually no sound effects, but the music made up for it with it’s relaxing nature. The music was by no means annoying or repetitive, it was to calming to be any of those; I could listen to this music all day and not be irritated whatsoever. One thing that I liked about the music, or maybe this idea could be placed under sound effects, but either, or, the wave sound effects as they crashed onto the beach seemed to add a ton to the the game and set up the mood for the game itself and constantly reminded you that you were above the vast sea.

This game in no way included any difficulty ramp, for example I completed my first game in about 10-15 minutes, but in my second attempt I completed it in around 2-5 minutes, that concluded, I can easy assume and prove in fact, that Flock Together does not include any sort of difficulty ramp. I actually liked this short game, it changed it up a bit from long, grinding games, which I’ve recently seen and played (not like that’s a bad thing). With this simple design and concept so far in Flock Together, I do not see how the developer could add a difficulty ramp, obviously you could dramatically alter the game, but not in the current form could you add a difficulty ramp.

The replay value of this game wasn’t extremely high, nor was it Flock Together’s strong point. The game was just to simple and short to have any replay value. Obviously when you have a game this short, you can honestly believe that people are going to view this game as something that they’d want to replay multiple times, that’s the sad truth, but another truth is that this is a game that will stick in your mind for a while, you are going to remember it and think about it’s ideas and concepts. Only great games stick in my head and I’m proud to say that this is going to be one of them.

All in all, Flock Together was an excellent game and reminded me or some amazing art games that come to my mind, when I think of art games and this was one of them. The difficulty wasn’t extremely apparent, since it was literally impossible to loose in any way, but instead the game relied more on story-telling and wanted you to learn more and think more about the game instead of focusing on stopping the user. The visuals were terrific and I adored the vectorized feel to it which added a cartoony atmosphere. I also admired the sounds, which create a feel for the game and adds to the art idea. The difficulty ramp wasn’t apparent, simply because it was a free-roam game and didn’t require and goals for you to complete, but instead allowed the user to learn about the game, without being hesitated by the game increasing in difficulty; in the game’s current form, it is almost impossible to add a difficulty ramp. The replay factor wasn’t too high, considering it was a 10-15 minute game, but but there was highscore boards, which is only, currently available on armorgames.com. Overall, Flock Together was absolutely amazing, and if you have a couple of minutes, you’ll want to be playing Flock Together for sure! [Play Flock Together]

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Sieger [OFFICIAL Walkthrough and Review]

Sieger

[Play Sieger] Game Description: “Win 28 (+1 bonus) most notable sieges of the past 2500 years in this fairly simple physics puzzle-strategy game. To win a level you as the Siege commander have to kill all the castle defenders and save the hostages by carefully choosing what supporting blocks of the castle to smash. You can earn one of the three medals (Clear, Decisive and Brilliant Victory) and also you can loot each castle by hitting the treasure chest. The fewer shots the better. The Level Editor allows you to create and share your own custom levels. Check the People’s Empire to play the user submitted levels. The bonus level unlocks at the end when all the previous castles are taken.”*

This genre of blowing up junk/physics game can go one way or another, the physic can such terribly and by itself make it one of the most frustrating and difficult games around (which nobody likes) or this genre can have terrific, spot-on physics and act like a charm, Sieger was excellent in the physics department and made the game enjoyable and fun, while keeping me hooked; No one likes bad, unpredictable physics and I think Sieger’s physics engine was wonderful and you could calculate how the game was going to work itself out when you threw that bomb at it, instead of “whoops, I didn’t know that half a ton chunk of wood was the weight of a glass of water and would fly off the stage like that!” kind of scenario. The levels themselves got tricky later-on,  I started to have a tougher time defending those hostages, but once you think out a level and plan out what you have to do to complete it, you’ve got it in the bag and it becomes a snap to go out and destroy the castle, courtesy of the great physics engine.

If anything this game got it’s basic (note the word “basic”) idea from “Crush the Castle” it’s almost too obvious and the developer hints at that in the game with a small text saying “Smash the Castle” which in my opinion is an indirect referance to “Crush the Castle”, “smash” being a synonym of “crush” in this instance. While the basic idea was the same, destroy the castle and kill all of the fools inside, the gameplay of Sieger was much different, for one, the levels were static there was no fancy cannon animation and making the user time everything perfectly from a distance, but instead think of this as a game like (I can’t remember a specific example) one of those games where you set up bombs and when you detonate them, you want to collapse the whole building. Sieger provides the same principle, but instead you must kill the people inside the building, but avoid others, which are hostages.

Sieger

I absolutely loved the art style in Sieger, for some odd reason it reminded me of “Crush the Castle” most likely because it includes some of the same ideas on what you’re destroying and killing. I actually liked the semi-complex/realistic designs of the woods and treasure chest and all the other features in the game. One of my favorite part about the visuals and this might sound a little funny, were the backgrounds, they were so simple and (sometimes) peaceful and they make me feel like I’m there and are overall, simply beautiful, kudos to whomever made those. All in all simple art as portrayed in this game is terrific in my opinion, and worked with the style of everything else too.

One thing that I think made this game especially realistic were the sound effects, the howling wind, the booming thunder and sound of poor, screaming (guards? What are we killing again?) guards all contributed to make this one of the most realistic sounding games on the internet in my opinion. One thing that I like about when the developer makes their game realistic by adding these sound effects is that they can pull you into the game and make you feel as though you are there, it’s truly a magical experience, when you get that feeling from a game. Overall, terrific sounds, they were truly the leading roles of this game in the sound department.

The difficulty ramp was perfect, I found the game to progress in difficulty in a reasonable manner, going from levels without hostages to ones that do include hostages to more intricate puzzles (castles, still) where you had to think out your strategy more than before. The difficulty ramp allowed new users to become acquainted with the game and then the game progresses to where you’re getting pretty good and then continues to progress in difficulty making the game more and more enjoyable (or not) as you make your way through it as you become more a pro.

I saw some replay value in this game, specifically in the “People’s Empire” and the “Castle Builder” which one, allowed you to play other’s levels, rate them, share them, ect and two, allowed you to create castles and then upload them to the “People’s Empire”. Doing that, the game creates a little community around itself, when people can rate things, share them, ect people are going to flock to the game. In my case, I personal am not going to make levels and upload them, but instead I would have liked to see the developer add more to the game itself instead of relying on it’s fan-base to make it popular or not; You know, I’m sure people are going to be hooked to making levels, but if you were to add more to the game itself, I would admire that.

All in all, Sieger was an excellent, action-packed, puzzling, fun little game that you are going to love (especially if you loved the hit series “Crush the Castle”.)! The difficulty was perfect and provided a fun game all-round, along with the difficulty ramp being top notch the game overall provide an easy way for the user to ease into the game and become more experienced with it, even though the game was very user-friendly with such simple controls. The visuals were excellent, I loved the simple designs and art, it was beautiful! The sounds were awesome, they gave a realistic vibe to them that made the game seem more realistic and made you feel as though you were there. Replay value was terrific if you would like to share some of the levels you made or view other’s levels, so if you’re interesting in stuff like that then you’re going to be coming back to this game for sure! Overall, I loved this this game and if you have a couple of minutes to spare it’ll be smart to spend that time play Sieger! [Play Sieger]


[Continue watch “Sieger Walkthrough – Levels 15-29” on Youtube.]

*Description courtesy of gmentat on armorgames.com

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GunBot [Kongregate Helper’s OFFICIAL Review]

GunBot

[Play GunBot] Game Description: Shoot a lot of stuff and get stronger by getting more guns, shields and skills! | Take control of your robot hero and save the universe from a man that can self-combust, named “Grankomeau”. Buy new, tough guns to obliterate your enemies from the in-game shop! Beat down multiple enemies and collect items to help complete the game and collect the purple stone and lizard artifact (literally that’s what it’s called in the intro.) Control your character with the arrow or WASD keys, use the mouse to fire your gun.

This game is purely skill-based, (hey, what gun games isn’t!) but overall wasn’t that tough, except for the occasional swarm of enemies, whereas you need to pick them off quickly before they fire too many bullets in your direction. The enemy Lizard Men AI (artificial intelligence) didn’t appear to be too intellegent, whereas most of them didn’t attempt to attack you unless you were literally right in front of them or bumped into them. I believe that their AI could be improved a tad to make the game more difficult and a little more appealing, because for the first few levels I got through everything fine and never felt a challenge until later levels, but that for platform games like these you want to make your game have a fun factor (totally opinion based of course) right away or a difficulty factor right off the bat, so when I didn’t see that the game portrayed itself as boring to me. Later in the game, though, it became more interesting, there were new enemies, there was more difficulty, I purchased different weapons, there was a lot of content and the game was satisfying, innovating, and unique.

One of the things I loved about this game, loved, love, loved, I can’t stress it enough was the arrow key option, you don’t know how many only WASD key games I’ve gone through, I’ve practically become ambidextrous! I’ve noticed that most gun games have, only, the option to control your character with the WASD keys and that really annoyed me after a while. Take “The Final Death Wish” for example, if you are used to using the arrow keys then your are skrewed or take “Spewer” as another example (when it first came out it only had a WASD option), that was literally the game where I became ambidextrous. Overall, it’s just a really awesome feature to have and without it, I honestly would not be writing this review and I’d probably rage-quit “GunBot” and would never return.

GunBot

The art was one of my favorite parts of the game and I believe it was create by the same artist(s) who made the captivating art displayed in”Toss the Turtle”. “Toss the Turtle” is really the closest idea that I can give you to as how the graphics look and are portrayed in GunBot. One thing that make these graphics (or artist) one of my favorite styles is that they rely on bold colors and has very little contrast, but appears complex. Take the Lizard Man above for example, all I see is five (maybe more) colors, but it still appears to be more complicated than that in my opinion. the art is amazing in my opinion.

Sound were pulchritudinous; absolutely lovely. I admired the background music, it was lively, electrify and made me  get in the mood to kill some strange scaly creatures! The background music seemed to be capitalized upon and was utilized perfectly, though I’m not sure how well the sound effects were used. In my opinion, I think the developer could have taken advantage of adding sound effects to add a little bit more realistic effect.

The difficulty ramp was perfect in my opinion and was well thought out. “GunBot” introduced new enemies in a well thought-out flow, started with Lizard Men and then moving onto these buggers that follow you around (nasty little thing) and then proceeds to introduce more enemies throughout the game. The difficulty ramp allowed new users to (at a good pace) ease into the game and get sorted with the controls and the ideas of the game. The levels proceeded in chronological order, proceeding with the easier levels (of course) and moved on to move difficult and complex levels. All in all, the difficulty ramp was flawless and provided an easy way for people to learn the game and then encourage them to continue playing as the game becomes progressively more difficult.

One thing that I feel this game did an excellent job on (like the rest of the game) was the replay value of the game, there was several achievements (eight-teen actually). I am definitely going to come back and achieve all of these in-game achievements/badges just for the fun of it. Replay value also resides on the game being fun itself, hence the reason why you would come back to the game to play it again, I found the game fun and of courseif there is achievements you’re going to come back again. I’ve noticed that there is no scoreboard or high-score results, I would love to see something along those lines capitalized upon. I would love to the see the developer add a scoreboard or at least the Kongregate API for “kongregators” to challenge one another with scores. Overall, I thought that the replay value was perfect and will bring you back if you liked the game.

In conclusion, GunBot was beautiful with every factor to it. I thought the difficulty was perfect, but failed to provide much excitement, nor did it (early on) provide any difficulty. When I first started playing GunBot, I thought it was boring, I breezed through the first, several levels and had thought that it was going to be too easy of a game and would end up providing no difficulty whatsoever. Although in later levels I had realized the game was becoming more difficulty, but I would have loved to see the game start-up and become more difficulty sooner on. One of the best things about this game was that it had arrow key option (and a WASD key option) it means a lot for me, because I’m used to the arrow keys and most shooter games only provide WASD  options (I have no idea why!) but this game allowed me to play a shooter game and not worry about if I can easily control me character. The visuals were pulchritudinous, I loved the whole style of them and I believe they were made by the same artist of the popular game “Toss the Turtle” though I am not positive, but the style itself seems to match. Sounds were awesome, I loved the background music and it flow and energy it produced, but I believed the developer could have used more sound effects to give a more realistic effect. The difficulty ramp was excellent and allowed users to ease into the game. The replay value was awesome and definitely made me come back and collect all of the achievements and collect all of the weapons. All in all, GunBot was prodigious and if you have the time, you’ll be smart to spend it playing GunBot! [Play GunBot]

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Epic Battle Fantasy 3 [OFFICIAL Walkthrough]

Epic Battle Fantasy 3

[Play “Epic Battle Fantasy 3” the game] Game Description: Battle over 70 types of monsters, collect over 80 types of equipment and use over 80 different skills and spells! | Take your three characters on an epic quest and fend off fend off over 70 types of monsters in this addictive action, RPG, currently being hosted on Kongregate. | Here is the link to the official walkthrough: Epic Battle Fantasy 3 Walkthrough | Here is another awesome walkthrough I found on Newgrounds. Look below for more helpful information:
_______________________________________________________________
Complete Party-Related Items List:

Kiwi

HP ITEMS:
-Kiwi: Heals for 300 HP. (Use primarily in the beginning of the game.)
-Pumpkin: Heals for 1,500 HP. (Use primarily in the middle of the game.)
-Coconut: Heals for 5,000 HP. (Use after the Mammoth. (Use primarily after Mammoth.)
-Watermelon: Heals for 10,000 HP. (Use primarily for desperate situations.)
-Pineapple: Heals everyone for 3,000 HP. (Use primarily to heal everyone.)

Muffin

MP ITEMS:
-Muffin: Heals for 50 MP. (Use primarily in the beginning of the game.)
-Ice Cream: Heals for 200 MP. (This should be your main MP Healer.)
-Cupcake: Heals for 500 MP. (Your secondary MP Healer.)
-Sundae: Heals for 1,000 MP. (Use primarily for desperate situations.)

Milk

BUFF ITEMS:
-Softdrink: Buffs accuracy. (Use primarily to hit enemies;higher chance to hit.)
-Beer: Buffs attack. (Use primarily to do more damage to enemies.)
-Milk: Buffs magic attack. (Use primarily to do more damage with Magic.)

Garlic

MISC ITEMS:
-Coffee: Revives ally. (Use primarily to revive allies when in need.)
-Garlic: Heals status effects. (Use primarily to remove any status effects.)
-Hamburger: Fully heals one ally. (Use primarily to heal allies in desperate times.)
-Pizza: Fully heals all party members. (Use primarily to heal all allies in desperate times.)

STAT ITEMS (permanent boosts):
-Choco cornet: Boosts HP. (Use primarily to boost Health Points.)
-Yogurt: Boosts MP. (Use primarily to boost Magic Points.)
-Bacon: Boosts attack. (Use primarily to boost your attack.)
-Beef: Boosts defence. (Use primarily to boost your defense.)
-Cake: Boosts magic attack. (Use primarily to boost your Magic attack.)
-Chocolate: Boosts magic defense. (Use primarily to boost your magic defense.)
-Lollipop: Boosts accuracy. (Use primarily to boost your accuracy.)
-Gummy Bear: Boosts evade. (Use primarily to boost your evasion.)
_______________________________________________________________
Complete Medals List:*
Savior: Defeat final boss
Hero: Beat game on Hard or Epic
Legend: Beat game on Epic
Equip Fan: Get 40 pieces of equipment
Equip Dealer: Get 60 pieces of equipment
Equip Master: Get 80 pieces of equipment
Shopper: Buy everything in the equipment shop
Squire: Defeat the Robot Pumpkin
Swordsman: Defeat the Giant Squid
Warrior: Defeat the Wooly Mammoth
Knight: Defeat Protector
Lord: Defeat the 3-Headed Pyrohydra
Brute: Deal 1k damage
Ruffian: Deal 3k damage
Savage: Deal 10k damage
Barbarian: Deal 30k damage
Slayer: Deal 100k damage
Level Builder: Level 10
Power Leveler: Level 20
Level Grinder: Level 30
Helper: 10 sidequests
Tasker: 20 sidequests
Quester: All sidequests
Treasure Hunter: All Town chests
Forest Treasure: All Vegetable Forest chests
Pirate Treasure: All Rock Lake chests
Frozen Treasure: All Glacier Valley chests
Ancient Treasure: All Kitten Ruins chests
Burnt Treasure: All Volcano Peak chests
Beast Tamer: Scan 25 foes
Beast Hunter: Scan 50 foes
Beast Scholar: Scan all foes
Hoarder: 10k gold
Banker: 50k gold
Nouveau Riche: 250k gold
Greedy Cat: 100 points first minigame
Fat Cat: 140 first minigame
Narwhal Rider: 100 second minigame
Narwhal Surfer: 150 second minigame
Card Flipper: Under 90 third minigame
Card Wizard: Under 65 third minigame
Skeleton proof: 160 points fourth minigame
Skeleton Killer: 230 points fourth minigame
Rock Dodger: 130 points fifth minigame
Untouchable: 190 points fifth minigame
Fatty: Eat a hamburger
Slime Splatter: Splat 100 slimes in the preloader
Berserker: Use Bersek in battle
Doomsday: Cast Doomsday in battle by using a dark rune
Nuke: Use Nuke in battle.
Genesis: Use Genesis in battle
Ragnarok: Use Ragnarok in battle
Learner: Learn a new skill
Blacksmith: Fully upgrade any weapon
Pervert: Click Nat’s bosom
Cat Tamer: Summon Meow Meow
Narwhal Tamer: Wear Pirate Gear level 5, get hit with it on, randomly summons Narwhal
Pig Molestor: Hold down spacebar behind a pig
Artist: Unlock the full concept art gallery, see the final page
Creditor: Check the credits page
_______________________________________________________________
Complete Bestiary:**
1. Green Slime : Forest
2. Giant Green Slime: Forest
3. Blue Slime: Beach, Glacier Valley
4. Giant Blue Slime: Beach medal area, Glacier Valley
5. Red Slime: Volcano
6. Giant Red Slime: Volcano
7. Yellow Slime: Beach medal area, Kitty Ruins, Volcano
8. Furry Slime: Forest
9. Blue Jelly: Beach
10. Purple Jelly: Beach
11. Red Jelly: Beach
12. Garden Snail: Forest
13. Spiral Crab: Beach
14. Spike Crab: Beach
15. Green Bush: Forest, Forest medal area
16. Red Bush: Forest, Forest medal room, Volcano, Volcano medal room
17. Dark Bush: Volcano, Volcano medal room
18. White Bush: Forest medal room, Glacier Valley
19. Leaf Eater: Forest, Kitty Ruins, Kitty Ruins medal room
20. Glacier Eater: Glacier Valley, Kitty Ruins medal room
21. Lava Eater: Volcano, Kitty Ruins medal room
22. Rock Eater: Volcano
23. Swift Crow: Forest, Volcano
24. Mage Bird: Beach, Kitty Ruins
25. Thunderbird: Kitty Ruins
26. Haunted Free: Forest, Beach
27. Yellow Bee: Forest, Beach, Kitty Ruins
28. Purple Bee: Forest, Beach, Kitty Ruins, Volcano,
29. Red Bee: Beach, Kitty Ruins
30. Dark Moth: Volcano
31. Kitten Soldier: Forest, Beach
32. Kitten Fort: Beach
33. Trojan Horse: Forest, Beach
34. Shark Igloo: Glacier Valley
35. Eyeball: Beach
36. Beholder: Volcano
37. Red Clay: Beach, Kitty Ruins
38. Blue Clay: Beach, Kitty Ruins
39. Light Clay: Kitty Ruins, Kitty Ruins medal room
40. Dark Clay: Kitty Ruins, Kitty Ruins medal room
41. Frozen Eye: Beach medal room, Glacier Valley
42. Holy Eye: Glacier Valley, Kitty Ruins
43. Ancient Eye: Kitty Ruins
44. Gunslinger: Kitty Ruins
45. Swordslinger: Kitty Ruins
46. Ice Bit: Glacier Valley, Kitty Ruins medal room
47. Fire Bit: Kitty Ruins medal room, Volcano
48. Ice Elemental: Glacier Valley
49. Earth Elemental: Forest medal room, Kitty Ruins
50. Fire Elemental: Volcano
51. Light Golem: Kitty Ruins, Kitty Ruins medal room, Volcano, Volcano medal room
52: Dark Golem: Volcano, Volcano medal room
53. Sandworm: Kitty Ruins, Kitty Ruins medal area
54. Drill Bot: Volcano
55. Skull Ghost: Volcano
56. Viking Monolith: Glacier Valley, Kitty Ruins medal room, Volcano medal room
57. Ancient Monolith: Kitty Ruins, Kitty Ruins medal room, Volcano, Volcano medal room
58. Cosmic Monolith: Volcano, The Void, Volcano medal room
59. Zombie Dragon: The Void
60. Jack(Boss): Forest
61. Giant Squid(Boss): Beach
62. Squid Arm: Beach
63. Tundra Mammoth(Boss): Glacier Valley
64: Protector(Boss): Kitty Ruins
65. Rock Rune: Kitty Ruins
66. Fire Rune: Kitty Ruins
67. Bolt Rune: Kitty Ruins
68. Holy Rune: Kitty Ruins
69. Abyss(Boss): Volcano
70. Blaze(Boss): Volcano
71. Czars(Boss): Volcano
72. Rune Claw: The Void
73. Evil Worm: The Void, Volcano medal room
74. Evil Tail: The Void, Volcano medal room
75. Akron(Boss): The Void
_______________________________________________________________
Weapons List***
SWORDS (Matt):

Heaven’s Gate
Attk 50%, MagA 50%, Acc 5%, Evade 5%
Element – Holy 50%
Resistance – Holy 50%, Dispel – 100%
Boosts power of Seiken. May lower target’s accuracy. Counters with attack. May cast Shine

Sol Spear
MP 15%, Att 40% MagA 65%, Acc 10%, Evade 10%
Element – Fire 75%
Resistance – Fire 60%, Ice 50%, Freeze 100%
Boosts the power of fire attacks. May cast Fume.

Blizzard
Hp 10%, Att 80%, MagA 40% Acc -10%, Evade -10%
Element – Ice 75%
Resistance – Ice 60%, Water 60%
Boosts the power of ice. May cast Tundra

Gaia Axe
Hp 10%, Mp -10%, Def 10%, MagA -10%, Acc -5%, Evade -10%
Element – Earth 50%
Resistance – Wind -20%, Earth 60%, Poison 40%
Boosts the power of Earth attacks. May cast Quake.

Dragon Killer
MP 10%, Att 60%, MagA 20%, Acc 15%, Evade 5%
Element – Thunder 50%
Resistance – Thunder 50%, Stun 50%
May Stun foes. May cast Thunderbolt.

Swift Brand
Att 30%, MagA 30%, Acc 30%, Evade 30%
Element – Wind 50%
Resistance – Wind 60%, Earth 30%, Doom 100%
Boosts the power of Wind Slash

Black Fang
Att 50%, MagA 50%, Acc 15%, Evade 15%
Element – Poison 50%
Resistance – Earth 30%, Poison 60%, Dark 30%
Poisons Foes. Boosts the power of Nettle. Counter with Attack.

Avenger
HP 10%, Att 50%, MagA 50%, Acc 5%, Evade 5%
Resistance – Stun 100%
Boosts the power of Revenge
Counters with Revenge

Swordbreaker
Att 40%, MagD 10%, Evade 10%
Element – Dark 50%
Resistance – Dark 60%
Lowers target Attack.

Blood Blade
HP 5%, Att 20%, MagA 20%, MagD 10%, Evade 5%
Element – Poison 25%
Resistance – Poison 40%
Drains HP from the target. Boosts the power of Drain.

Rune Blade
MP 20%, MagA 20%, MagD 10%, Evade 10%
Element – Holy 25%
Resistance – Dark 50%, Death 100%, Doom 100%
Drains MP from the target. May Syphon target.

Soul Eater
Att 120%, Def -40%, MagA -20%, MagD -40%
Element – Dark 25%
Resistance – Holy 20%
Pure attack power. Counters with Attack.

Life Shaver
Att 40%, MagA 40%, Evade 10%
Resistance – Holy -20%
Dooms targets. Boosts the power of Fright, Screamer and The Dead.

Razorback
MP 15%, Att 30%, Mag! 80!
Element – Wind 25%
Resistance – Thunder 20%
Guitar that boosts magic power.

_______________________________________________________________
Weapons List***
STAVES (Natalie):

Crystal Staff
MP 20%, MagA 60%
Element – None
Resistance – Fire 30%, Thunder 30%, Ice 30%
Balanced Staff. Counters with Lucky Star

Seraphim
MP 10%, MagA 50%, MagD 10%, Evade 5%
Element – Holy 50%
Resistance – Holy 50%
Boosts the power of Holy skills. Casts Shine with standard attack.

Flameheart
MP 10%, MagA 50%, Acc 10%
Element – Fire 50%
Resistance – Fire 50%, Water -20%, Freeze 100%
Boosts the power of Fire skills. Casts Fireball

Thunder Spear
MagA 50%, Evade 10%
Element – Thunder 50%
Resistance – Thunder 50%, Wind 30%, Earth -20%
Boosts the power of Thunder. Casts Thunderbolt. Counter with Attack.

Arctic Wind
HP 10%, MagA 50%,
Element – Ice 50%
Resistance – Ice 50%, Water 30%, Wind 30%
Boosts the power of Ice skills. May stun foes. Casts Iceshard

Nirvana
MagA 50%
Element – Poison 50%
Resistance – Earth 50%, Poison 50%
Boosts the power of Toxic. Casts Vines with standard attack.

Nimbus
HP 10%, MagA 60%
Element – Water 50%
Resistance – Fire 50%, Ice 50%, Water 50%
Water based staff. Boosts the power of Bubbles. Casts Flood with standard attack.

Obsidian
DEf 10%, MagA 60%
Element – Dark 50%
Resistance – Dark 50%
Boosts the power of Dark skills. Lowers foes magic defence. Counters with Attack.

Dream Catcher
MP 20%, MagA 40%, MagD 10%, Acc 10%, Evade 10%
Element – None
Resistance – Syphon 50%, Dispel 100%
Syphons foes.

Demon Tail
MP 25%, Att 40%, MagA 20%
Element – None
Resistance – Syphon 100%
Drains MP from foes.

Sentinel
Def 10%, MagA 20%, MagD 10%, Acc 30%, Evade 15%
Element – None
Resistance – Syphon 100%, Death 100%, AccD 100%
High accuracy staff which resists many debuffs.

Death Bringer
DEf -10%, MagA 40%, MagD -10%
Element – Dark 50%
Resistance – Holy -20%, Death 80%, Doom 100%
Dooms foes. Boosts the power of Doomsday

Dark Tooth
HP -10%, MP 10%, Att 40%, Def -20%, MagA 90%, MagD -20%
Element – Dark 50%
Resistance – Holy -20%, Syphon 100%
Offensive staff. Counters with Pulse.

_______________________________________________________________
Weapons List***
GUNS (Lance):

Super Snipe
Att 30%, MagA 30%, Evade 15%
Element – Wind 50%
Resistance – Stun 100%, AccD 100%
High accuracy sniper rifle. Boosts the power of Snipe. Chance of instantly killing target.

Shadow Blaster
MP 20%, Att 40%, MagA 60%, Evade -5%
Element – None
Resistance – DArk 50%, Death 50%
Boosts the power of Dark skills. May cast Darkblast.

Red Vulcan
Att 50%, MagA 60%, MagD 10%, Acc 5%
Element – Fire 50%
Resistance – Fire 50%, Water -30%, Freeze 100%
Boosts fire skills. Counters with Flameshot. May cast Flameshot.

Thunder Core
MP 20%, Att 50%, MagA 60%
Element – Thunder 50%
Resistance – Thunder 50%, Earth -30%
Electric gun. Boosts the power of Thunder skills. Counters with Plasma.. May cast Plasma.

Deep Blue
Att 70%, MagA 40%
Element – Water 50%
Resistance – Fire 30%, Thunder -50%, Water 30%
Water based gunblade. Counters with Attack. May cast Flood.

Destroyer
Att 50%, MagA 30%, Acc 10%
Element – Poison 50%
Resistance – Earth 30%, Poison 50%
Poisons foes.

Heavy Claw
HP 25%, Att 60%, Def 20%, Evade -20%
Element – Bomb 50%
Resistance – Fire 30%, Thunder -20%, Bomb 30%
Really heavy weapon. Lowers foes’ defences.

Ark Angel
HP 10%, MP 20%, MagA 20%, MagD 10%, Evade 10%
Element – Holy 50%
Resistance – Wind 50%, Holy 50%
Drains MP from foes. Boosts the power of Tornado,

God Hand
HP 10%, Att 20%, Def 10%, MagA 20%, MagD 10%, Acc -10%, Evade -10%
Element – Bomb 50%
Resistance – Holy 50%, Death 100%, Doom 100%
Drains HP from foes.

Chainsaw
Att 100%, MagA -10%, MagD -10%, Acc 10%
Element – None
Resistance – Syphon -50%, Stun -50%
Ultra high attack power. Counters with Attack.

Rapturer
Att 40%, MagA 40%
Element – None
Resistance – Dispel 100%
Lowers foes’ magic attack.

Steel Shark
MP 25%, Def 10%, MagA 70%, MagD 10%, Acc -5%, Evade -5%
Element – None
Resistance – Water 50%, Syphon 100%
Shark that boosts magic power. May Syphon foes.

_______________________________________________________________
Weapons List***
HELMS/HATS (Male: Lance/Matt):

Leather Hat
HP 10%, MP 5%, Def 15%, MagD 15%, Evade 5%
Resistance – Stun 50%
Basic hat.

Fuzzy Hat
HP 5%, MP 10%, Def 15%, MagA 10%, MagD 10%, Evade 5%
Resistance – Fire -20%, Ice 50%, Wind 25%
Keeps warm in winter

Mage Hat
MP 30%, Def 10%, MagA 15%, MagD 25%
Resistance – Syphon 50%, Death 50%
Magic boosting hat.

Captain Hat
HP 5%, MP 5%, Def 20%, MagD 10%, Evade 5%
Resistance – Water 50%
Water resistant pirate hat. Boosts the power of Hand Bombs.

Ninja Hood
Def 5%, MagD 10%, Acc 15%, Evade 15%
Resistance – AttD 100%, AccD 100%, EvadeD 100%
A ninjas’ dark hood.

Knight Helmet
HP 5%, Def 30%, MagD 15%, Evade -5%
Resistance – Fire -10%, Thunder -10%
A knights’ helmet. Summons NoLegs to fight.

Genji Helmet
Att 10%, Def 25%, MagD 5%, Acc -5%
Resistance – Earth 50%
A powerful samurais’ helmet.

Viking Helmet
HP 10%, Att 25%, Def 25%, MagA -10%, MagD 25%, Acc 10%, Evade 10%
Resistance – AttD 50%, DefD 50%
A powerful viking warriors’ helmet. Inflicts berserk status on the wearer.

Pilot Goggles
Def 10%, MagD 10%, Acc 30%
Resistance – AccD 100%
Goggles for high accuracy. Boosts the stun time of Stunners.

Soldiers Helmet
Def 25%, MagD 20%
Resistance – Bomb 50%
Standard foot solders’ helmet. Protects from bombs. Randomly summons Medipacks.

Officer Hat
Att 5%, Def 10%, MagA 10%, MagD 10%, Acc 5%
Resistance – Dark 30%
Vintage hat from WW2. Randomly summons backup machine guns.

Gas Mask
Def 20%, Acc -10%, Evade -10%
Resistance – Poison 100%, Stun 100%
Protects from status defects. Randomly summons backup poison gas.

_______________________________________________________________
Weapons List***
HELMS/HATS (Female: Natalie):

Nurse Hat
Def 20%, MagD 20%
Resistance – Syphon 100%
Boosts the power of Heal and Healmore.

Pope Hat
MP 10%, Def 15%, MagD 25%
Resistance – Dark 50%, Holy 50%
Holy hat that resists evil.

Star Hairclip
MP 10%, Def 10%, MagA 10%, MagD 10%, Acc 5%, Evade 5%
Resistance – MagAttD 100%, MagDefD 100%
Boosts the power of Lucky Star and Star Shower.

Red Ribbon
HP 10%, Def 15%, MagA, MagD 20%
Resistance – Fire 50%
Ribbon resistant to fire. Boosts the power of Fire Rain.

Thunder Bauble
MP 20%, Def 15%, MagD 20%
Resistance – Thunder 50%
Bauble resistant to thunder.

Ice Shards
Def 15%, MagD 20%, Evade 10%
Resistance – Ice 50%
Hairclip resistant to Ice. Boosts the power of Ice Spike.

Pink Flower
Def 10%, MagD 25%, Evade 5%
Resistance – Fire -20%, Earth 30%, Poison 60%
Flower resistant to earth and poison.

Skull Hairclip
Def 10%, MagD 10%, Acc 30%, Evade 10%
Resistance – AccD 100%, EvadeD 100%
Sniper’s hairclip.

Cat Ears
Def 10%, MagD 10%, Acc 15%, Evade 20%
Resistance – Stun 100%, Death 50%
Kawaii cat ears.

Cow Horns
HP 25%, Def 20%, MagD 20%
Resistance – Wind 70%, Syphon 100%
Cow horns accessory.

Drill Bits
HP 10%, Def 30%, MagD 20%
Resistance – Thunder -20%
Defensive hairclip. Boosts the power of Rockslide.

_______________________________________________________________
Armor***
ARMORS (Male: Lance/Matt):
Complete Epic Battle Fantasy 3 Lv 5 Armor List

Leather
HP 10%, MP 10%, Def 30%, MagD 30%, Acc 10%, Evade 10%
Resistance – Thunder 30%, Stun 100%
Balanced Armor

Red Jacket
MP 30%, Def 10%, MagA 20%, MagD 40%, Acc 5%, Evade 5%
Resistance – Fire 60%, MagAttD 100%, MagDefD 100%
A Red Mages’ jacket. Buffs magic attack when hit by a powerful attack.

Casual Shirt
Def 20%, MagD 20%, Evade 10%
Resistance – Syphon 100%, Berserk 100%, Dispel 100%
Casual cloths. Doubles the effect of healing items. Buffs MagD when hit by a powerful attack.

Pirate Gear
HP 10%, Att 10%, Def 20%, MagD 20%, Acc 5%, Evade 5%
Resistance – Water 80%
Pirate Gear. Randomly summons Narwhals.

Ninja Cloak
Att 15%, Def 10%, MagA 10%, MagD 10%, Acc 15%, Evade 25%
Resistance – Dark 50%, AccD 100%, EvadeD 100%
Nimble ninja gear. Boosts the power of thrown shurikens. Buffs evade when hit by a powerful attack.

Knight Armor
HP 20%, Def 60%, MagD 30%, Acc -10%, Evade -20%
Resistance – Fire -10%, Thunder -10%
Heavy knight armor with high defence many weaknesses.

Genji Armor
Att 20%, Def 40%, MagD 20%, Evade -10%
Resistance – Earth 50%
Powerful samurai armor. Buffs attack when hit by a powerful attack.

Viking Fur
Att 10%, Def 25%, MagD 25%
Resistance – Ice 60%, Wind 60%, Freeze 50%
Viking clothing resistant to the harsh weather. Randomly summons Mammoths.

Army Jacket
HP 10%, Def 20%, MagD 20%
Resistance – Bomb 60%
Standard army jacket. Randomly summons Airstrikes.

Officers Coat
Att 10%, Def 30%, MagA 10%, MagD 20%, Acc 10%
Resistance – Dark 50%
German officers’ uniform. Randomly summons tank backup.

_______________________________________________________________
Armor***
ARMORS (Female: Natalie):
Complete Epic Battle Fantasy 3 Lv 5 Armor List

Red Dress
Def 20%, MagA 10%, MagD 25%, Acc 5%, Evade 5%
Resistance – Fire 30%,Thunder 30%, Ice 30%
Balanced dress. Buffs magic attack when hit by a powerful attack.

Whitemage Dress
HP 10%, MP 10%, Def 20%, MagD 20%
Resistance – Holy 50%, Freeze 100%
A white mages’ traditional clothing. Randomly summons Slime Bunny.

Pope Dress
HP 0%, MP 20%, Def
20%, MagD 25%
Resistance – Dark 50%, Holy 50%, Doom 100%
Sacred clothing of the pope. Buffs magic defence when hit by a powerful attack.

Green Dress
HP 10%, Def 25%, MagD 25%
Resistance – Earth 50%, Poison 50%, Death 50%
Earth resistant clothes. Randomly casts Ivy.

Flame Skirt
Def 20%, MagA 10%, MagD 15%, Acc 10%, Evade 10%
Resistance – Fire 50%, Water -20%, Berserk 100%
Flame resistant clothes.

Viking Dress
Def 25%, MagD 10%
Resistance – Ice 50%, Wind 30%, Freeze 50%
Winter clothes. Randomly summons Mammoths,

Breastplate
HP 20%, Def 50%, MagD 40%, Acc -10%, Evade -10%
Resistance – Fire -10%, Thunder -10%, Dispel 100%
Heavy knight armor with high defence.

Camo Skirt
Def 20%, MagA 10%, MagD 10%, Evade 10%
Resistance – bomb 70%
Female army cloths?! Randomly summons Medipacks

Ninja Skirt
Def 10%, MagD 10%, Acc 15%, Evade 25%
Resistance – Dark 50%, Stun 50%, EvadeD 100%
Sleek ninja gear. Boosts the power of thrown shurikens. Buffs evade when hit by a powerful attack.

Cat Costume
Def 5%, MagA 10%, MagD 20%, Acc 10%, Evade 15%
Resistance – Syphon 100%, Stun 100%, Death 100%
Become a cat. Randomly summon NoLegs

Cow Costume
HP 30%, MP 10%, Def 20%, MagD 20%
Resistance – Disel 100%
Become a cow. Buffs defence when hit by a powerful attack.

*Complete Medal List provided by Jesto on Kongregate.com
**Complete Bestiary provided by Embrace_14 on Kongregate.com
***Weaponry and Helm Lists provided by IizEpic on WordPress.com

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The Deeplight Expedition [KongregateHelper’s OFFICIAL Review]

The Deeplight Expedition

[Play The Deeplight Expedition] Game Description: Explore 38 rooms spanning 135 screens of platforming challenges as you search for the lost Deeplight stone to restore the light of the sun to the land. Find and collect the 10 keys and 4 runes to open the path to the Deeplight stone, activate the 4 warp gates to quickly move around the labyrinth, and uncover all 20 hidden tablets to learn the story of the Deeplight stones and the tyrannical mage, Syal. You’ll need to avoid devious traps, spikes, lava, and acid along the way, as well as traverse moving platforms, rush across crumbling bridges, and master the skill of wall-jumping if you expect to succeed. Go beyond just reaching the Deeplight stone and collect every key, find every tablet, and explore every inch of the labyrinth to unlock all 5 of the game’s achievements.

This is a game based all on skill, like most platformers. I saw a coupler of flaws, no actually, just one that made the game more difficult, (whether or not this flaw is on accident or acts on purpose, I do not know, though I will address it nevertheless) the wall-jumps seemed off, I had noticed that the developer had updated the wall-jumping mechanism, but it wasn’t enough and the wall-jumps seems extremely confusing to do. I get the bracing yourself against a wall, that works for me, but the fact that you then have to hit the opposite arrow to wall-jump seemed to make no sense to me, largely due to the fact that most platformer, stick with the spacebar or some other key to wall-jump. That fact, makes me confused on these game mechanisms, but I’m sure that after practice that the controls will come more to me, on a more natural level, but for the now the control choice may have just been the most difficult part of the game to learn and then to utilize in the game. Another small flaw I saw with the controls is that, in my case, on several occasions I’ve wall-jumped on accident when moving away from a wall in mid-air, which seems to me another controls flaw. Overall, difficulty was fair (vast array of moving spikes, interesting levels, lava pits, ect.), but the controls seemed to mess everything up in my case and I believe that by tweaking the controls a bit that the game could be a tad bit easier and more welcoming to newer users.

The Deeplight Expedition seemed to produce/make me go into an extremely concentrated mode (whereas I have to constantly concentrate and focus on what I’m doing, which is a good thing in my mind), but didn’t provide much besides that, almost emotionless is what I’d call it. I never did really become connected to the stroyline, as awesome as it is, it didn’t make me feel the urge to complete the game (even though I did) like some storylines in the past have made me do, it seems to have just tossed you into this world, without a proper welcoming party, nor introduction to the intriguing storyline. I feel a short prelouge is necessary. Besides that, the game also held some techno-rock-ish music, I’m not a music addict, so I have no idea what you would call the music that appears in-game, but either way, it produce this kind of urgent or frantic feeling, that made me want to complete the game, in some weird way.

The Deeplight Expedition

This is game was beautiful inside and out; I loved the visuals! The graphics were pulchritudinous and simple at the same time. I know that all of us could probably draw these graphics on a piece of notebook paper, but the whole execution was perfect, graceful and most of all, simple! I liked the retro look, one thing that really caught my eye was the lava pit effect, just seeing those bubbles pop always gets me, no matter what game it is, whether it’s realistic or not. All in all graphics were beautiful, intriguing and simple, I admire them!

The Deeplight Expedition’s sounds were excellent, I loved the varying background musics and the indivisualism of each one, providing their own theme for each zone, setting a tone on the surrounding environment. One thing that I disliked about the background music was that it seemed to be extremely repetitive and after a while I can’t stand it any more and go straight for the mute button, I think the main reason for this is that it’s “game music” which usually does not have climaxes, therefore, that is my interpretation of boring. Tone down the music a bit and the music wouldn’t annoy me as much and then let the sound effects take over, then that in my opinion would further the quality of the game, but there was hardly any sound effects, I think at the least, I heard two different sound effects, one for hitting the ground and another for dying. Expand on the sound effects, tone down the music and you’d have a perfect music department for your game, in my opinion.

I don’t think you can define this game with a certain difficulty ramp, the game was practically free-roam, think Oblivion or Fable (for the Xbox-Xbox360) when I compare this, you can almost go anywhere you want at any stage of the game, you can visit places that you left, you can visit places that are meant for a later part of the game and have control over the game. Therefore, I cannot claim that this game indeed has a difficulty ramp and all I can say, is that this game had perfect execution on one of the harder forms of game development or gameplay, whereas you can allow the user to free-roam.

The game has a strong replay factor to it, in my opinion, but obviously that is based on if you would go back back and play it again, at least in my opinion I thought that, that factor of the game was a strong point for it. The five achievements seemed to sum up the entire game, even after you have complete the main storyline events, I would definitely go back and collect the remaining achievements. The game itself was addictive, to say at the least, and I would mind speed-running through it again or go through it again to obtain some of the achievements. Even though the game is terrific standing alone, I wouldn’t mind to see the Kongregate API introduced to it to further increase the incentive to play again. All in all, the replay-ability was tremendous and was a strong point for this game.

Overall, The Deeplight Expedition was sublime, I loved the easy-going graphic style and how simple they were, but also held a powerful presence that lit up the screen and made them beautiful! One thing that I didn’t like about the game was the controls, or at least the wall-jump mechanisms, which were quite hard to get used to and disagreed with my mindset on how wall-jumping should be utilized or controlled. Storyline wasn’t the strongest point for this game and seemed to have just tossed you into this strange world with no guidance on what was really happening, I believe a short summary of why you are actually there would be helpful and more welcoming to newer users. The background music was beautiful and I loved the varying pieces, but they seemed so repetitive, that I could listen to them for long periods of time. On the other hand the sound effects were nice and I believe the developer should capitalize more on those, instead of the music at hand. Replay-ability was a great factor for this game, which included several tough in-game achievement, which made me want to come back and further complete the game! In conclusion, The Deeplight Expedition was an epic game and if you have the time, you’ll want to spend it playing The Deeplight Expedition [Play The Deeplight Expedition]

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Smiley Showdown [OFFICIAL Walkthrough and Review]

Smiley Showdown

[Play Smiley Showdown] Game Description: A fun chain reaction game where you get to blow up thousands of smileys! | Your goal in this addictive-action, chain-reaction game is to blow-up as many smileys as possible each level. Releasing the mouse will allow  to fire your smiley “bullets” in four directions, upon hitting another smiley, it will burst into four new bullets, spraying in four directions.

This is a game that appeared to be luck based on many occasions, it almost impossible to plan out a strategy for a game like this, whereas everything is completely random, in terms of where smileys are going to appear. In my case, I dislike luck based games, it seems like every level, in any luck based game can be harder or worse/more difficult, based on how lucky you are, that in turn means that it is impossible to build a difficulty ramp and that most of these “luck based” games turn out to be “mini-games” since it practically, impractical to build any sort of difficulty system without greatly disturbing the gameplay. The difficulty of Smiley Showdown slightly disappointed me; sure you could blame it on the fact that it was a mini-game, but in reality, I think the developer didn’t make the game as difficult as it could be, whereas people would still enjoy it. I noticed an ongoing trend when I was playing the game, as levels consistently became more and more complex, new enemies were arriving, that was all awesome and terrific, but then the game suddenly ended, level 30. If the game kept on going, I think we could have seen more of a difficulty ramp forming and overall, in my opinion, a more enjoyable game to play.

This game never really portrayed, nor assured you that there was a reason to continue playing. I get it, it’s a mini-game, but even most mini-games have a small storyline to go along with the game; this game on the other hand, possessed no storyline, no incentive to continue playing, nothing! I would have enjoyed to see something, even if it’s a short paragraph describing some sort of storyline that revolves around the game. Because the game did not include something to connect the player to the game, overall it felt almost pointless playing it, for one, I had no idea what was happening, or why, which left a hole in this game, only being able to be mending by something connecting the player to the game.

Smiley Showdown

Graphics were awesome; absolutely terrific! The visuals were actually quite simple, they weren’t over-complex and were easy on the eyes. One thing that surprised me about this game, was the use of gradients, most games that use gradients, you blind-fold yourself and see how you can play without looking at the gradients, since they’re so terrible and ugly, but this game, Smiley Showdown utilized them perfectly. The smiley graphics were perfect too, and were simple, absolutely lovely graphics overall.

Sound effects were lacking, but the background music was beautiful and inspiring! You know when music is good, when you relax, kick-back and listen to it for a couple of minutes, I loved the background music! As good as the background music was, the sound effects were lacking, I felt that there could have been a bit stronger sound effects, but then again it’s up to the developer, whether they want to focus on background music or sound effects, if you focus on the former of the two, you’ll want to blur out the sound effects to make it more pungent and stand out more, in my opinion, I thought the background music was excellent, the developer capitalized on that and went with the former, if you were to choose the latter of the two, you would tend to blur out your background music and would be emphasizing the small details of your game, which usually provides a more realistic effect for the user. Overall, the developer (mostfreebies) did a terrific job on the sounds.

I personal didn’t find this game to have a difficulty ramp, when you base your game around luck, you simply cannot build a game like that, with a difficulty ramp, it’s practically impossible. I think the developer did the best he could, emphasizing on such things as different enemies, with unique talents or abilities, but it just wasn’t enough to build up any real challenge. I would have liked to see this game step a little bit outside of the mini-game box (think outside the box) and build onto the game is a different manner, to allow a little more challenge and overall more fun.

This game had replay-ability if you wanted it to! For one this was in-game achievements, but I found a major flaw in them, most of the achievements were earned with your first run through the game, if this game was truly a mini-game, which I believe it is portrayed to be, there more achievements, unique ones if anything, but this game did not deliver. Most of the achievements were just grinding, whereas you had to complete a specific task several times, such as losing a game, I think the developer could add a bit more, think of more unique achievements whereas users would see more incentive to continue, but in the game’s current state, even I cannot think any in-game achievements to add, since the game is so simple.

All in all, Smiley Showdown was awesome, I loved it! The only thing that I did not like about this game that the difficulty seemed to be lacking, but overall, the game was all luck based and in turn made the game impossible to have a set difficulty ramp. I really do wish that the game included some sort of storyline, as of now, it seems aimless or pointless and provided no real reason for the user to continue for all 30 levels, as fun as the game may have been. Visuals were beautiful, I loved the simple designs and especially the gradients, which are usually hard to pull off, but in this instance, they were superb! Sounds, such as the background music were excellent, but you could argue that sound effects could use a little more work. The replay value seemed to be lacking even though there were in-game achievements in place, but they didn’t seem to add to the experience of the game, nor motivate you to actually carry-out those achievements and set them as a goal, something such as the Kongregate API or some sort of more in-depth leaderboard would have been awesome. Overall, Smiley Showdown was sublime, I loved almost everything about it and if you have a couple of minutes to spare, you should play Smiley Showdown! [Play Smiley Showdown]

Achievement Walkthrough:
Smiley’s Found: All of these achievements are earned by meeting new smileys.
Combo Achievements: These achievements are earned by hitting the specified smileys during the initial shot.
Score Achievements: These achievements are earned by gaining higher scores in Smiley Showdown.
Smiley’s Smashed: All of these achievements are earned by destroying smileys.
Combo Multiplier: These achievements are earned by gaining combos in Smiley Showdown.
Game Loss Achievements: These achievements are earned by losing games in Smiley Showdown.
Game Complete Achievements: These achievements are earned by completing the game multiple times.

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Reincarnation: Let The Evil Times Roll [OFFICIAL Walkthrough]

Reincarnation: Let The Evil Times Roll

[Play Reincarnation: Let The Evil Times Roll] Game Description: This time the demon is sent to capture 3 Reincarnies who are now hiding out in New Orleans, Louisiana. Find out if they are up to no good and send them back to hell to please Luke! | Find your way through this exciting, point and click adventure on your way to return three Reincarnies to hell and avoid Luke’s torture.

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Give Up, Robot [OFFICIAL Walkthrough and Review]

Give Up, Robot

[Play “Give Up, Robot“.] Game Description: It will take determination to jump, grapple, and swing your way through Give Up, Robot’s 50 levels of brain-melting madness. | Your goal in each level is to reach the exit, where once again you are welcomed into another challenging room, whereas the narrator will once again taunt you and attempt to presuade you to quit, with the forceful phrase “Give Up, Robot!”. Swing from location to location with your trusty grappling hook (accessible by hitting “z” or “a”). Give Up, Robot is an addictive puzzle, platformer that will keep you hooked til’ level 50!

This is a game based on pure skill, a little luck and a whole lot of fun! Difficulty was mostly made up on how well you can use the grappling hook, I didn’t face a whole lot of that relied on how you could maneuver around things, based on the sole movement of your character without the factor of the grappling hook altering your movement style. I would like to see that capitalized upon, for levels on upon levels I faced the scenario of using the grappling hook to complete the stage, but I would of liked the grappling hook to be more of a “sometimes useful” item, instead of a “use it, or you’ll die, robot!” type of item. Maybe tone it down on the grappling hook, as fun as it was to swoop around a stage and fly around a stage. The game’s difficulty ultimately came down to your hand-eye coordination, if you weren’t all there, it might be a little tougher, but if you’re a master of the arrow or WASD (like me!) keys, you should be just fine.

This  is one of those games, that no matter how much you die and fail, you can always get right back up and try again, without cursing at the game, yelling something about how you hit the keys, but the game didn’t react or something crazy. In my opinion that effect is compelled by the developer allowing you to almost instantly restart your game after your death. I know a few games that have a five second delay when you die and eventually, the time you’ve waited to restart adds up to the time you’ve actually been playing the game, since technically waiting for a game to start up, with a huge old, fade in, fade out effect, doesn’t count as part of a game, either way Give Up, Robot, perfectly demonstrates how to have your character restart after a game (pro-tip for developers, there) without any significant delays and allows the user to continue immediately. As the game went on, you had to develop your own stratagy on how you were going to complete each level, every one consisted on unique factors that allowed you to take different perspectives and complete a level in a different manner, than maybe, you have in previous level or stages.

Give Up, Robot

Graphics were beautiful, though they might have forgotten a giant “SEIZURE WARNING” sign in the beginning, but what do I know about seizures? Rainbows jumping around the screen, in form of brick rapidly changing colors and screaming “Got a headache yet?”. Either way, the graphics were simple, effective, but if you’re prone to seizures, I don’t know if you’ll want to risk it (please correct me if I’m wrong). I liked the use of motion blurs, which created this neat effect, I loved it.

Sounds were terrific, not “mind-blowing”, but pretty good overall (I don’t even know what I would consider to be “mind-blowing”.). I liked the fact that there were sound effects for every movement that your character made, and also the fact that the sound effects didn’t necessarily, roar over the music, like some games portray their sound effects. Background music was awesome, though in my mind, it seemed to getrepetitive and gave me a slight headache over my course of playing “Give Up, Robot” though that didn’t lessen my enjoyment of the game itself. All, in all, sounds were spot-on; they were excellent!

Difficulty ramp was impeccable, absolutely perfect, of course it is a good idea to span your difficulty in a fifty level game, you don’t want to discourage your users too soon or too late. All the levels went in a chronological order, in terms of a sort of difficulty rating, in my opinion and was perfect, for the inexperienced user to become a more experienced user in there term of playing the game. Obviously, in a game like this you could argue, that some levels were more difficult than others, but then again, it all depends on who is playing the game, sure a couple of levels were a little bit easier than the levels before them, but I wouldn’t change a thing about that, a mixture of hard and then a little, bit less than hard, is better than, hard all the time, maintaining a flat line on what would be visible, if you were to convert this into a line graph.

I wouldn’t say that this game had an incentive to come back and play again. It lacked, any sort of in-game achievement system, nor did it include any highscore table or anything that would encourage a user to come back and play again, after completing all fifty levels, but for the user who has not completed all fifty levels, it’s a different story. This game has an addictive aurora to it, and if you haven’t completed the entire game, (at least in my case) there is this odd urge to go back and keep playing. Nevertheless, I would have liked to see some incentive in place to encourage the user, even if it’s the Kongregate API, a scoreboard, anything that could persuade the user to come back, would have been a huge plus for me!

Overall, “Give Up, Robot” was excellent; I loved everything about it! The difficulty was perfect and I also believe the developer executed the difficulty ramp perfectly, to get the play interested and ultimately push them all the way through the game. The game provided a unique, motivational feel to it, whereas, no matter how many times you died and died and died, you didn’t feel the urge to quite (or maybe I’m too patient!) and allowed me to proceed through the game, without cursing at the computer, which I believe is a severe disorder called “Meatboy Disorder” only caused after playing Meat Boy for too long. Graphics were beautiful, though I do not know if they produce seizures or not, they sure look like they do, but I’m not an expert and I believe it’s law (or should be) to have a seizure warning on any product that is prone to cause seizures. Either way, graphics were beautifully crafted and were simple and wonderful at the same time! The difficulty ramp was sublime; perfect! I never once, was confused, nor was once unsure of what my goal was, they introduced you ideas slowly, allowed you to understand the concept and comprehend the situations. In my opinion (like most of this article) I thought that the replay value was lacking. I just didn’t see the incentive to travel back into the game, if there was nothing to achieve and show for your effort; I’d like to see some sort of achievement or scoreboard implemented into the game. All, in all, if you have the time, with nothing to do, bored to death, you better be playing “Give Up, Robot”! [Play “Give Up, Robot“.]

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5xMan [OFFICIAL Walkthrough and Review]

5xMan

[Play 5xMan] Game Description: Help your team of 5 to find their way out! Use strategy and speed to hit all the switches and collect as many coins as possible before time runs out! | Your goal is to use each of the five guys or men to reach the end of the stage, by using each character at a different phrase in the stage. Make as far as you can in each stage and collect coins to score big!

This game works out much like the smash-hit game, Chronotron. You control five characters (unlike Chronotron) and use each one for different functions in the game, for your character to proceed, while other characters are on switches, buttons and other effects to alter the playing-field to your new character (like Chronotron) to progress through each stage (like Chronotron). Your aim is to make your way through the several stages of a level, in order to moved onto more intricate and complex levels throughout the game itself. The earlier stages (in levels such as the easy rooms or other rooms) are made easy and require you to only think out a couple steps of what you need to do, while the difficulty progresses throughout the game and more step are required. Later levels desire you to work with your clones (I think I can call them “clones”.) with multiple function in a level, for example a level might require you to have one character holding down a switch and another on, another switch, whereas you would not be able to complete the level, without your former selves interfering with the level. If you’ve had experience with Chronotron, recollect your skills and play 5xMan!

5xMan was like an extreme version of Chronotron in my opinion, the stages and rooms themselves were gigantic and provided a unique and puzzling experience in compared to Chronotron, which was unique in a different form/ways or manner. I think that the developer of Chronotron would cry foul (if not anyone else) if, without the rooms, because that is a main factor of what makes this unique! Stages were puzzling and made you think for a moment about what to do to complete the room, especially with the clones mixed in, where you have to attempt to use each one in a unique way to alter the level around you to allow you access to the next level or stage of the room. I found the game confusing at first, until I played the tutorial, (can you imagine my surprise when I found out that tutorials are helpful?!) but beyond that the game was just plain, puzzling and captivating in it’s own way, that challenged you into allowing yourself to think out a situation and reserve your ideas for later characters.

5xMan

One thing that I loved about 5xMan, was the visuals and/or graphics displayed in the game! The visuals were un-complex overall, but didn’t appear to want to be complicated and instead stayed simple,  but at the same time, were visually appealing. Graphics could use a little bit of polishing and such, but work well for the game. Character design could be worked on a tad, though it get’s it’s point across quite well, by color-coding everything for the user. All in all, graphics were excellent!

Sound was superb; I loved it! Background music, did not take center stage, but instead the sound effects did and it worked beautifully. The background music was terrific, overall, it wasn’t extremely annoying, but it wasn’t pleasant either, it looped, what seemed like, every few seconds and just thinking about it now after playing it for a while makes me hit the mute button. Sure, it was nice, interesting and worked well with the game, but it seemed extremely repetitive to me and ultimately led to me muting it. Sound effects were awesome, they worked tremendously well with the game and sort of set the mood and tone for the overall theme or game.

The  difficulty ramp was obvious, as levels in the room progressively became more complex and required you to plan more ahead of yourself than previous rooms or stages before hand. To be exact, this game had to have a perfect difficulty ramp or in no way would this game work on any standard, for one, if the difficulty ramp was lopsided, then you would need to many men in the beginning of the game or room to get you through the rest of the game and/or room/stage, it would be impossible, if you wanted to provide any difficulty what-so-ever to the game. It would be like, for example, if you were to use five men in the beginning, one making it to the next stage of the room, while the other four were to open the door, whereas the one character who did make it out would have to complete the rest of the game, with only himself as the one character, making it practically impossible for the developer to make the game any more difficult than the first room possessed. Seeing as I never did end up in one of those situations, the game was pretty well throughout by the developer in what had to be done to make this go in a chronological order of events for each room to be completed.

I don’t think replay-ability was that high in this game, unless you’re counting yourself running through each room fifty times due to your large mass of clones in your arsenal. I believe if more levels were to be added, you’d catch me coming back, at the sheer length of the game, but not necessarily of what I view, currently, as an addictive or replay-able game, as of right now. If in-game achievements were added, I would definitely come back and try to achieve those, but there isn’t, as of now, something to drive me back and play again. I would love yo see the Kongregate API added for the Kongregate version, whereas people would be able to challenge one another with scores and such, just like a leaderboard.

All in all, 5xMan was terrific (by the way, I love the name!) I loved the puzzling theme and how it reminded me of Chronotron, but 5xMan seemed to be a (and I know I said this before) extreme version of Chronotron, whereas stages and rooms seemed to stretch for long distances and provided a unique experience, that differentiated it from Chronotron. Graphics and visuals were terrific, even if there were somewhat simple. I believe they could be polished just a bit to where they are a tad, bit more significant, either way, I loved them! Sound effects was also excellent, and were used in every situation necessary, which is a big plus for me, to created a more realistic feel to it. Background music on the other hand seemed repetitive, even if it did work well with the game. The difficulty ramp was perfect in my opinion and had to be to pull off a game like this and the developer delivered. The replay value wasn’t this game’s high point and provided no incentive to come back for a second run, I believe this could be fixed with such things as in-game achievements or the Kongregate API. Overall, if you have the time, you better spend it playing 5xMan! [Play 5xMan]


[Continue watching: 5xMan – Medium Rooms walkthrough]
[Continue watching: 5xMan – Hard Rooms walkthrough]

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