All 3 game Reviews

Pirates & Cannons Pirates & Cannons

Rated 3 / 5 stars

I've played a lot of these "cannon" games, and after a while they all seem to blend together. That was the expectation I had coming into this. With that said, I was pleasantly surprised by how much I enjoyed this one. The timed explosion on the projectiles was a nice way to set it a part from the standard physics shooter. And, I don't know exactly how to describe it, but it just felt good playing this. Satisfying. Take that for what it is.

On the other hand, I did find it to be pretty easy -- beating most levels on the first attempt -- and it seemed to end right as things were getting interesting. I kept waiting for a level to load up with cannons in all sorts of different positions -- or maybe even other projectile weapons.

On a similar note, I would have liked to see more ricochet-type elements. Really take advantage of the physics engine: shoot here to make it bounce here to make it bounce there, etc. I suppose that is an inherent limitation when your projectiles count down to explode upon contact with a surface. Ah, I'm just rambling now.

This game is good for what it is: a nice, simple physics game. 3/5


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Let's Journey Let's Journey

Rated 2 / 5 stars

The first thing I noticed when I started this game was the poor grammar. It's pretty atrocious in some places, especially in the help.
Page 5 reads:
"With each new level, you will be added to the free points..."
Page 16 reads:
"As the rising level of the character will be available to new skills..."
It is especially important for the help, of all places, to be clear and concise, since this is where players go when they are having trouble understanding the game.

There are a few other gripes I have with the interface, such as how text sometimes extends past the text box, most notably in the achievement descriptions. It's also a little annoying that you have to go into your stat screen in order to view your experience. If I'm in the middle of fighting a horde of enemies, I want to be able to see how much exp I'm getting from each one and how close I am to leveling up. Placing a small bar below the spells would solve this problem without being overly obtrusive.

Aside from the poor grammar, I found the tooltips and item/stat descriptions to be... lacking. For example, it is never mentioned exactly what effect strength has, even in the help. Does one point in strength equal one more point to the player's damage? Does it affect click damage? Does it affect spell damage? I have no way of knowing.

All in all, it's not a bad game, but it has too much wrong with it for me to really enjoy it. I may be a bit biased in that I'm not really interested in super simple, repetitive games like this, but I'm afraid I'm going to have to give it a 2/5. Maybe try to fix the problems I listed here and release it as a mobile game. I think it would function much better on that sort of platform.


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Charms of Lavender Blue Charms of Lavender Blue

Rated 4 / 5 stars

Great game. The only complaints we have are that the music was a little repetitive and the story progression was a bit fast, but this is understandable, considering this is a free flash game. Plus, the art and cute little character interactions more than made up for any negatives. I think this does a good job of explaining exactly how we feel about it:


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