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RSS Reviews
9

Robocraft

Game review

With such a high degree of versatility of combat and personalization the game offers hours of fun. In most games there are weak points and standardized strategies for combat, the same applies to Robocraft. However the difference is that in this game the strategy is ever changing. Every individual has their own take on the design and as such every fight must be taken a little differently; a weak point on the top rather than the bottom, or weaker armour on the back. The strategies are as endless as the enjoyment and diversity this game entails.

8

Concursion

Game review
4

REX (Shoot 'Em Up)

Game review

So while I cannot say that I have played the game, I will say this...I have played many like it.

The issue here that I have with this game is one that I have with a great number of indie games, is it worth what it is priced at? For what I have seen of the video's and images of this game I am inclined to say that the answer is no. There are already a very large number of indie games out there that do a very similar job, and most for free. One such example of another game that is extremely similar is "I made a game with zombies in it". This game gives the player a standard type single fire weapon with a variety of power-ups and select weapons to grab at the same time that melee and some range based enemies attack you. At a glance one might be very inclined to say that the game mentioned and the one reviewed are extremely similar then.

So the question that players and developers alike need to be asking when both making and buying a game, is it worth the price tag? Here I would be inclined to say no in favour of cheaper games that might or might not do it better.

However when I review I like to have a balanced statement to make, so on that point a note for the developers. I know that right now those who made this game right now are probably not to happy with the comments I have made towards their work as they have put a lot of time sweat and tears into this. I make games as well as a designer (main reason I am here right now) so I get your pain and I know how much it sucks to have anyone bash on your game at all but that's part of the job and I only do it to help you succeed in the industry.

So now that I have some blood boiling let's get down to how to make a better game. The first step when you start something like this is to have the idea and see what others have done with a similar one. From there take note and make sure your game is different and better. A lot of this is on the designers end of things...I ran out of words, continue this in the next bit.