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Reviews for "Star Forge"

AWESOME idea, boring game

Dudes, your idea is pretty damn awesome! Your game reminded me of the old strategy pc game called Outlive. Really cool. However, it needs new features (maybe units, mazes, upgradables). As the other guys said in the reviews, it gets boring really fast.

However, I am pretty sute that once you add some new things here and keep the action cool and surprising, this has a great potential :D

I give it a 7/10, since you guys already did the hardest part: having a great idea. Now it's just some effort on developing it ;)

Cool approach on defense

From my memory, this is probably one of the first defense games that did away entirely with any resource system to produce things, and made time the only factor. You made it even more interesting by making towers dynamically upgradable. That's an interesting avenue to pursue, but you seem to have stopped after coding for those two ideas and throwing in the basic art and whatnot.

What most peeves me in this game is the inconvenience.

When selecting parts and items for the Star Forge to produce, you have to click multiple times to find what you're looking for. And sometimes when you do, you accidentally click too much, starting the clicking cycle once again. This can be remedied by providing a tray of icons of the parts you can make in a UI somewhere, which would actually justify why this game has a rectangular window.

Speaking of which, the window seems too small when you consider the big blue capital ships interacting with your ring of towers. "Oh, is it going to die soon?" "No idea, I can't see its lifebar sir." It's just claustrophobic.

When the Star Forge spits out tons and tons of items, it gets so cluttered up that you will have a hard time seeing some of your upgrade items and, on a less common basis, the lifebars of your northward turrets. Granted, you could just drag out most things and solve it that way. But this isn't an option for tower construction items and bombs. Sometimes, even the construction of new towers will block out the lifebars of other towers completely. It gets even worse with the tower info windows: target reticules block out the ends of lifebars, and items block your view of the upgrades you added to the towers.

Some of the problems of defense games weren't addressed too well, but it may be universal. It can become quite difficult to replace towers that fall during story mode, as you're not given a whole lot of breathing room (this is acceptable in survival mode), and if you fall behind after getting caught off guard, you fall behind for good. Compound this with the fact that the story mode takes a long time to complete, and you have a formula for grief and "unfun" for those who are less skilled, not to mention it does get boring during the later "levels". Perhaps you can create checkpoints just in case a misfortune falls upon the player.

Overall, you have the makings of a game. Your simple approach is appealing, but at the same time there's not much replay value to be had.

Inovative, but need to fix a few things.

Very innovative defense game. i have not seen much remotely like this. The art is good and the overall design of the game is also superb. But a few things to fix.

1. Checkpoint please. Starting over from the beginning is quite frustrating.

2. Cycling through the structures. If I miss the structure that I want, I would have had to cycle through all of them again. This could be the difference between life and death.

3. Please make items movable within a localized region. Sometimes several items can overlap each other making it difficult to access covered items and keeping track of your items.

4. Can normal mode be relatively easily accomplishable? I died on the last level, but I can't even imagine what it would be like on higher difficulty levels. I personally do not see how it's even possible to beat higher difficulty levels based on the given resources. Have you beat Insane?

5. Get rid of the recycle feature and let us freely equip/remove the parts. Either that, or give us all the items to begin with. You do not reveal all the items to us so when we find something we would like to equip our cannons with later on in the game, we have to waste time making a recycle and having a naked cannon destroyed?

Very nice game here the graphics and art style is most impressive the game seems too hard though i would suggest some moderate elements maybe even some check points of sorts, And the game is fun but would be nice to have a time or more tome to complete areas etc, regardless this was a pretty fun game

~X~

Very good concept but poorly executed!

While i enjoyed playing this game for the second time (i failed the first time because i had no idea what to do) i got all the way up to the last level on normal. I died on the last level which was frustrating enough but the "replay level" cheered me up again only to leave me in the last level with a starforge that cannot produce anything else than tower. Apperently your score determines what kind of modules your forge can produce and that's the whole issue. Instead of using the score to unlock modules, use a kill counter that does not reset after you die. Until then it's completely useless to replay the level as you will have to start from the begining anyway.
Another thing that annoyed me were the tower's projectiles. They just fly through any other enemy without hitting them when the first enemy they were shot at dies.