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MindChamber

369 Game Reviews

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its like closure

minus the creative puzzle elements.

lol sounds boards

what year is this? 2001?

I love how you have ads on this. Banking off of weeks of work, and thousands in production.

woot

MilkMan268 responds:

You'll never accept me =[

that was pretty bad

and I don't see the point into breaking these up into 'episodes" they aren't particularly detailed or graphicly intensive enough to warrant the split.

Rikimaru-Azlar responds:

fair enough MindChamber fair enough. Raster

very cool

nice work, very smooth gameplay and awesome physics. the way youre able to pull out of view from your base reminds me of the sniper view from the NS2 idea days

Loved the game. I also suggest anyone with a wacom, should use it, its much easier.

Glaiel-Gamer responds:

Heh thanks.

Better than a wacom is a wiimote (if you have the sensor bar hooked up). Loads of fun that way.

I did all my testing for this exclusively on a trackpad though.

nice work

great detail, awesome leveling up system., perfect set of enemies!

worth the time to map this to an xbox controller. feels like an XBLA game!

best top down shooter ever played in a while.

Xplored responds:

Thanks!
What else I can say?
XBLA could be our next achievement... just wait for us there...

Not bad

I played the Bootleg version of this game in Toyko, it was called "ChongChing Fabulous".

Now this, this is a game right here

Great use of the mouse and the juggling system is fun! cool level up system as well. . The game seems spastic at times, and sometimes I lose my character for whatever reason. Thankfully the AI isnt completely braindead, the enemies attempt to block your attacks, forcing you to try different slashes to get the job done.

if anyone has a Drawing Tablet I suggest using it.

great work

acrazycanadian responds:

In hindsight, I should have put in more blocking/evasion for the basic enemies, it worked really well on the Tengu. Ah well, there's plenty of options for a sequel.

Its what it is.

Kinda sucks that the artist went out and bust his ass on this, while you took the easy route and rehashed your fail code from previous games. Its like you took all the criticism of your previous games and decided to do nothing with it.

WHY on earth would you think anyone is satified with hitting the same 3 hit animation over and over for ten minutes? Why is the player's combo interrupted when switching positions to address another enemy? Whats the point of jumping when you can't physically jump over an enemy? why doesn't the player move towards the enemy when he attacks? why are the enemies simply re-skins and provide no new attacks whatsoever.

why do even bother. Its so unfair to your partners who put 110% into a project just so you can rehash, your broken brawl code, over and over again.

the best

Its insanely addictive,

the graphics are cleaner as well as the interface and other details.

not much of a game.

More like an interactive story, as there really weren't any challenges involved, bascially just random clicking, and some super breezy platforming.

"If reality is dependent on what each person perceives it to be,Then reality as a collective does not exist."~MindChamber
"Do not be defined by your conditioning, Otherwise the rest of the world will define your path."~IntraFace

Vector Life Giver

School Of Visual Arts

Allentown PA

Joined on 6/20/00

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