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Cosmogenesis

15 Game Reviews

2 w/ Responses

Did... did I win? XD
Really great piece of work here. Had me literally laughing out loud at parts.
Everything went so well together, even though the whole product was a tad... odd. Hehe
Good job. =3

It's not too bad. It REALLY needs work, though.
Some points that could be improved upon:
The zombies' pathing AI is terrible. They seem to always take the shortest route, and when their numbers become high enough, this makes it impossible to avoid them, as they're literally all in a line.
Maybe make them decide every so often to veer in one direction or another, or something. The randomness would both make it more interesting (more "horde"-like), and allow the player to evade them more easily.

The overall impression of the environment is one of complete barren-ness. Throw in some generic junk to try to evade around, furniture, etc. Some hazards, for instance fire, would also make it a lot more interesting, especially if it could be used against the zombies. Hell, even some sprites on the walls would be a huge upgrade. It'd also help the player find the health/ammo, as the larger levels are easy to get lost in.

There are no zombie idle sounds/footfalls, which gets annoying when you're trying to kill one and another sneaks up on you. It's a huge drawback as they seem to come at random from those vents - you end up basically turning in a circle the entire time because there's no way to tell if one's behind/to the side of you.

The fog is a little too intense. That serves the atmosphere well, but perhaps make it a different color so as to make distant walls and zombies stand out better.

Even with perfect shooting and evading, it was hard to rack up enough points for even one ammo refill, and by the time I would've gotten it, I'd be overrun before I could spend the next clip. Rebalancing the points or the starting ammo would alleviate this a lot.

And lastly, please find some more sound effects and at least SOME music for it. XP

Whoa! This is really neat and fun already. I don't really have anything to complain about.
The overall gameplay is nice and relaxed, yet also has quite a bit of tension when you're balancing your resources. The impact of choices is really well done in this, and each scenario is also pretty amusing.
The graphics are pretty awesome, and the music, while not exactly ear candy, doesn't distract and is quite fitting with the overall style of the game.
Can't wait to see what the finished product will be like.

This made me giggle. The variety of ingredients is absurd (rubber chicken revolver boot pizza?) to the point of hilarity, especially when you consider you could go out of your way to make a "normal" dish. The condiments were a bit... unnerving. And being able to save a picture of whatever, ahem, creative food you could come up with is a great touch.
But... It got boring quickly. Ridiculous cooking alone can only go so far, without any kind of win/lose mechanic. Plus, the orders seemed to just swamp you, unless the point of that is to rush you into just throwing crap together. Which I did after a while, multitasking and all, but still couldn't keep up, but it didn't hurt the reviews, apparently. =P
The music is really nice & fitting, and the artwork is great, too.
In short, I don't regret playing this at all; it was fun, though there's not too much replay value.
A bit more motivation/goals would make this for me, but this is still a pretty good and amusing game as it stands.

I suppose this would be a decent way to kill time during a break at work or something, but as has already been said, there's no sense of reward for creating a world. I messed around for a little bit, and upon having realized that the extent of this game is essentially blocky doodling, I quickly lost interest.
Some form of interactivity would add at least a star to this.
Also, why not have several layers for tiles, so you can cut down on the number of preset combos (ie, grass with stone, ladder with wood), AND increase the breadth of what the player can create? Even having fore and background layers would make it a lot more interesting to create stuff.
All that being said, the game does look fairly polished and neat, and I really like the minecraft-iness to the tileset.
The ability to see and rate the saves of others is a really neat concept, too, though this still remains lacking due to the aforementioned level of interactivity.
All in all, I wouldn't mind seeing this expanded upon, and believe this has a decent bit of potential.

So, I wonder how it feels to have made a LEGENDARY game?
Seriously, though; there probably isn't a person on the internet who hasn't shaken their fist at Madagascar in vain frustration. So addicting and, ahem, satisfying.
One big problem is how HARD it is to actually get everyone,but oh well. I just killed billions of people. Mwuhahaha.

Brutally hard and excellent game this is. I have always been terrible at it. hah
Has it been 11 years already? Whew, time flies.

This guy's pretty fit, running nonstop for miles.
Still such a fun and addicting game after all this time. Woo!

Great gameplay, though the controls can glitch out and half the time I was stuck in a wall shooting at nothing in particular. Dunno if it's on my end w/ good ol' flash in firefox, but that's definitely a huge issue.

this one takes me back... hehe.
anyone else once play this for an entire night?
really fun and addictive, plus the music, although repetitive, is epic.
although it would be really nice to have both a wider view and a speedometer, because I'm pretty sure my turtle hit mach 15 or something... XD

This is my music page. I will upload my music and music-related things to it. I appreciate (constructive!) criticism, thank you. I believe music can change the world. It changed me, and I'm a stubborn ass.

Age 30, Male

Man of Mystery

Warsaw, IN

Joined on 6/29/14

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