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MekerevToonArt

21 Game Reviews

6 w/ Responses

RPG Grinder Simulator: Hoard tons of gold (& exp) in the first levels and buy the most OP equipment since the beginning to oneshot every boss easy as DUCK.

For some reason the 25th level seems bugged:
I reach the up-right corner and I take the key, but not a single lock-block disappears; I can't reach the key in the bot-left corner, I can't reach the inkwell, I can't finish the level. Dead end.

nulledwine responds:

Hi, I have just updated it and level 25 should be fixed. Please let me know if there are any other problems

I never played a "flash game" with such replayability. That's awesome!

It may be hard, but I suppose every good and challenging roguelike is hard the first time you play it, and it gets better once you know the mechanics and the best choices.
I also played the first D.O.E.S. and, although it has more in-game explainations, this one works way better with fighting system, "funny things" rolls and several features.

Honestly it's the kind of videogame I would enjoy making some fanarts, even join the project for a possible 3rd game (a D.O.3.S., probably) or some spin-offs about it, still regarding games.
I even have some good ideas right now, if you're interested.

Completed at the 3rd try.
The game gets easier when you realize what's the best equipment (so you don't have to look for every chest and waste APs) and that YOU CAN MOVE DIAGONALLY, but (un)fortunately I did not have to test this knowledge against the boss because the game BUGGED.

When I entered the store room before the boss fight, it worked like a normal room but with every movement counting as a 'skip'; not big deal, although I was not able to see the stats and price of equipment "on sale". The problem is that such "status" persisted in the next room, in which every action of mine was a 'skip', meaning the Boss was perma-froze and I just had to tap him to win.
The most ironic fact was that I kept a time-stop to test it against the boss and hope in 5 rounds of maxed weapon tapping, while the game gave me infinite time-stop instead.

Maybe a bit short, but definitely good material; expecially the music.

One annoying bug I found: in world 3, when the moving spikes get back in the ground they actually come out from the other side (if the platform is thin enough); They're not visible there, though, resulting in invisible obstacles that, of course, oneshot unaware players that believe they got killed by some supernatural force.

Also, the feature to pick up and throw corpses adds some flavor, but it's almost useless. I completed the game without using it succesfully at all.

YewTM responds:

Thanks for the feedback!
The idea behind the corpse feature isn't so much that you need to use them to solve levels, but rather you can use them to cheese a level if it is too difficult for you. Although I do suppose the fact a couple levels exist that require their usage hampers on that idea.

A nice and original game that I enjoyed to repeat even after I finished it on ArmorGames.

For everyone struggling with the <3x25 level: to correct the glitch, place the explosive block exactly on the wood block, so that it would fall in. Once you shoot it, the explosion animation is supposed to fall inside the hole, meaning the path now is clear.

SPOILER ALERT!

The glitch comes back in the <3x3 level, where you have to use ****** to climb up and reach the gun; the glitch turns into a permanent invisible wall every block where you placed ******, so pay attention to how you move it.

That is all, and like Karoshi said in description, have fun (killing yourself)!

The game is well developed and pushing away the barrels is a bit more satisfying than just reaching a finish line.

Most of people complain about the controls, but I think this is in part what makes the game challenging: if the bulldozer was not that slippery I think most of the "balance challenges" would have been way too easy.

However, the obstacles and the mechanics tend to repeat too much on later levels, which look like a mix of the previous ones but if you die once you have to repeat the entire level(s).
If you ever make a Bulldozer 2, consider adding much more obstacles of different kinds and inserting checkpoints in the longest levels.

Very good and relaxing game!
One little "bug": when you finish the game and get back to level select, by pressing Right on the 15th level it seems to point a secret level 16, but after you try to open it the game goes wide-close and it remains in the level select menu, without any actual change.

Is it supposed to be an actual secret level/feature that doesn't work or it's just a minor bug?

Diemorth responds:

It's a bug actually, unfortunately so far it's only 15 levels :v

I've to report a little bug in the game (LESSER SPOILER)

When you check all the four staff rooms you get a clue, but if you pair it to get a deAduction and then you check one of the rooms again the interested clue turns uncircled again, standing clear until the end of the game. This does not affect the final score or the deaduction got from it, but still may be confounding for some newbies.

That being said, I truly enjoy the game series and the clues&deaduction system! I played the games on ArmorGames and I had no problems to replay them here on NewGrounds, even if just for the medals.

PS: Another thing I noticed while replaying the series: why did you add an italian translation on ArmorGames but not here?

The game is really pretty good. I know Snail's House and I love how you rendered the character in this game (For those who are reading and don't know her, https://www.youtube.com/watch?v=3nlSDxvt6JU).
The stars system is pretty interesting and gives the game that necessary difficulty: since you use the same resource for life, double-jump and attack, you need to stay focused or you may waste all the stars and get vulnerable.
The game is kinda short, but it's a very good beginning.
My only advice is to try making visible the "out of screen" situation when necessary: a couple of times I lost on the Rooftops (level 5) because there was an enemy on the out-of-screen platform and I didn't know what was happening when I jumped on it and started taking damage.

PS: Love the use of salt instead of spikes; it's one of those things that add flavour to the game (yup, it's a pun).

I'm a digital artist specialized in character design, Toons&TransForms.
I also have accounts on DeviantArt, Pixiv and Patreon.
I do not make requests nor art trades; only commissions and Collabs for illustrations or videogames

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