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A different experience every time. I LOVE THIS!!!

It is ALL about the NeverSlow-36D. I've unlocked every plane except for the absurdly priced blimp and the bottom green one's. The Dart-inspired 36D has all of the maneuverability and speed necessary to pull off some Super Ace worthy stunts every time.

The first Steambirds was an absolute favorite for me, and with this sequel, I'm pleased you can enter the battlefield specifically aware of what your plane is and what it's capable of. The wide array of planes could suit any yearning pilot's needs based off of their unique capabilities and readied power-ups. For the longest time before I found my love in the sky, NeverSlow-36D, I stuck with the Looper-P200. Though it looks a little goofy watching a boomerang-shaped flying wing twirl about in a dogfight...exactly like a boomerang...they were refreshingly lethal. Their guns being their primary strength.

Though there were others that didn't make sense...like the Jouster having a short-range...you would think a successful Jousting Knight would have an advantage with reach, not a lack-thereof. It could easily be outrun, outgunned...it was a dispicably poor choice for something you're supposed to survive in.

That's why I liked the 36D. It could SURVIVE. It had powerful guns, strong enough armor, and could outrun all of it's enemy's...flying loops around the hoarde, getting them to fly tight, to lead them in and drop bombs to clean the bulk of them out. It could sweep in and collect powerups, or dash up to newly-spawned enemy's to splash them before they could even turn around to see you.

I play this just about every day. If that's not a testament enough as to how awesome this game is, I don't know what else could convince you.

Once again, the soundtrack is extraordinarily arranged...though this time around, it's less epic, and more depressing. In fact, most of the messages that are accompanied with the "Next Wave" messages are more depressing than they are encouraging. The inspiring or messages of encouragement or reassurance that they're spending my time of sacrifice wisely would be overall received better if I had some music to kick ass too. I would prefer the epic soundtrack over the "Ooooohhhhh-oooooooohhhhhh" moaning track.

The only way I could see this game getting any better is if you could BUY competent wingmen to control as well. What if I had TWO 36-D's soaring around giving them hell? What if I could control what they're equipped with at the start?

I'm happy that the issue of airplanes drifting off forever out the edge of the screen has been remedied by AA gun turret emplacements. That was a good call. However, in my last review, remember how I suggested it would be beneficial if we could visually see the enemy aircraft's firing radius? JUST like the AA gun. Except it's when the mouse hovers over the enemy when it becomes visual...some of those larger planes have an incredible knack of chewing up my fighters, both fragile and heavy. Knowing to plot around their firing radius could extend my play time, as I would die significantly less...maybe...possibly....ehhh I dunno.

I hope you keep this series going. I'd love to hear voices in future incarnations, naval warfare, extended lore...I'm just eager to see what you'll do with it! I'll keep returning to try and out-do my scores each time...I hope one day to get a high enough score to compete with the all-timers for the 36D in time. :D

Voted 5! I finally had to break down and review this thing.

Well, I guess I'm satisfied with my ending.

Though I stayed faithful to my wife, she killed herself tragically. I was conscientious enough to keep my daughter from witnessing her fate by my guidance. I opted to take her to work both times as the final days drew to a close. On the final day, I checked to see if there was an option to jump off the roof...it was there for me...but I went back to the lab, found a cure, and my end-screen is at the park with my daughter.

I wish there was more to interact with...more options available for our hero, and I wish there was a way to save my pixelated wife. But in the real world we only have one chance. So my pixelated wife is gone forever, but I think I would be happy to have kept a daughter to raise.

...This needs a sequel. A more complex, more interactive sequel that could really get down and define one's character. With the permanent end-screen, it attracts a unique gameplay experience for us. There are no continues in the real world, no extra lives...I'd like to dabble in more games like this. Games that don't fuck around. I voted 5, despite the depressing possibility that my pixel self and pixel daughter might be the last survivors on earth...that's not really made very clear...

Still, it's very artsy. Pretty deep. Make more!

Creatively Refreshing, Original and entertaining!

The color schemes are tastefully chosen, and the all-around atmosphere of the planet is pretty damn amazing as far as flash games are concerned. The simplicity of everything's design is incredibly artistic and stimulating.

I love how our little droid character glides across the blob-like ground, and the sinking-trampoline jump works extraordinarily well. The enemy's in groups are challenging to take on, and I think my favorite moment was trying to destroy the drone in the parallel tunnel with wall-jumps...it was hard! But I liked it a lot, because that made it thrilling.

I just wish there were more enemy's than spikes, the two-armed sweepers, the drill coccoons, and the coincidentally dick-shaped melter...but I suppose any of the enemy's I had in mind would be too difficult to take out with trampoline jumps alone.

I love how one could indent themselves into the planet, then slightly sweep in a direction to launch themselves at an angle. A technique that could be mastered with time, and probably necessary to get back to the ship in the end.

The music compliments the immersion, and gives the overall gaming experience a mood of mystical wonderment...like we're there, experiencing this place with our avatar. It definitely makes it a REALLY cool experience. :D

I loved it, voted 5.

The Best Christmas-Themed Flash Game this year :D

I found a copy of Smash TV at a garage sale for $2 a while back. Granted, I don't even HAVE a Super NES anymore, but I know one of my distant goals is to get one of those "I can play NES/Super NES/Sega Genesis cartridges all in one" contraptions, so I figured it would be a nice little head start in rebuilding a collection of great games I loved and knew as a kid. Sadly, that Smash TV cartridge still sits...and it's waiting...it's been YEARS since I've played the then controversial top-down slaughter-fest.

But hey, it's all good, until then, I got this! :D

Though not quite the scale of Smash TV, it sure as hell reminds me a lot of it. The gameplay is thrillingly gory, violent, and refreshing. Nobody has the balls to admit that we all want to blow up children and wipe them off the face of the earth in the most hardcore way we can imagine. Coincidental or not, the first upgrade I picked up was the buzz-saw launcher, and a grin ripped across my face as the first shot of my projectile cut a bloody path to the other side of the stage.

The rocket launchers acted refreshingly quick...finally somebody that got it right! A rocket that ACTED like a rocket, streaking across the land like the mighty phallus of destruction it so righteously is, planting itself on some poor bastard with a satisfyingly detailed explosion sequence. The mine launcher works well in close proximity, but does little help when you need to rid the tree of it's pestering pecker-products!

One gathers money from destroying the beasts that killed Christmas, and with this newfound currency, you could upgrade your ammo capacity, upgrade your Christmas tree's lifespan, upgrade your chances of getting weapon powerups on the field, or upgrade your own health-bar. With each health upgrade, the effects are immediate, yet for the ammo capacity, it seems to only take effect after you've collected your next upgrade. The weapon-drop probability upgrade is immediate....I guess...kinda hard to tell since powerups in general are uncommon, so the logical course of action is to focus on your Christmas tree.

No tree, no powerups. No powerups, and you're stuck trying to fend off the hoards of teen pregnancy accidents with your default pea-shooter, which takes far too long. Plus it gives the kids something else to go after.

The challenge can start to escalate pretty quickly, but luckily Mrs. Claus is a badass. By only being able to aim at eight specific angles it necessitates a little movement in order to line up the shots just properly. This is made more difficult by the kid's random movement patterns, and only increased by exploding fatty chunks and kids sliding around on inner-tubes, who I swear to God are having so much fun I kinda feel bad for shooting them, because I don't think they're intentionally trying to ruin Christmas. :C

In addition to the previously mentioned powerups, there's a dual shot (two shots are always better than one) the Green...blob explosives, which are incredibly annoying to fire because of the sound it makes. The rapid-fire power-up which looks, sounds, and feels incredibly badass, but is truly useful with the maxed out ammo upgrade. Then there's the spread shot, which only seems to encourage the strategy of cornering yourself.

No kids ever wander into the corner, so by a long play-through, the blood-stains in the snow almost always form a splotchy red diamond. I feel it could benefit the game by having a type of kid that keeps you out of the corner...perhaps a projectile shooting kid to compliment the fatty's explosive barrages.

Additionally, it could only aid the game's replay value to switch up the stages with bigger arenas, or at least varying scenery, like a playground, a football field...stuff like that. 8-bit "Rockin' around the Christmas Tree" gets old by level twenty, it would at least be cool to get an alternate track for when there's no Christmas tree to go rockin' around.

My biggest problem was accidentally clicking outside of the screen. Perhaps a border just on the other side of the fence could remedy that common mistake.


Challenging Defense Game

Though really there's only one stage, the different levels are all focused around difficulty. I've met my match in Stage...err...Difficulty 3, though I know if I had the patience I could see it through. Seems that Difficulty 4 would really kick my ass, though, but it all seems to gravitate to enemy rush's having access to more advanced units way before you do.

The rate at which currency is produced is thicker than a backwoods swamp, and I find myself prioritizing Salvage Yards before advancing to the Farmhouse. Those sprinting spitters cut through shovel guys like nobody's business, and for a projectile character, our Farmboys are kinda underpowered. Sure, they mow through the normal zombies perfectly when grouped, but if it takes two Farmboys to advance through a steady stream of zombies with $400 ($200 each), it would be a better investment just to wait a bit and spend $500 on another Salvage Yard. Then you can pump out a greater rate of units, save if you have enough Trailer Parks...but in the harder difficulties you're so thoroughly swamped with early Hunters and Spitters that you have no choice but to kind of dangle by a thread with a weak stream of Shovels. By the time that Tank breaches through your underdeveloped army, you're sunk.

As you can tell, it's easy to get into the game. The music is nice, the graphics are nice, and although the character sprites are tiny as hell, it allows a much broader view of the battlefield...which looks good, mind you...I just have a problem with the same stage being called different stages. You could say, from the sky background, that it's indicative of different times of day. Okay, so if the "Easy" mode is storming over the bridge by morning. What do they do when they win? "Whoo Boy! That was fun! Yep, Clementine's family and forty others are dead, but we did it! Now let's go BACK over the bridge, TEAR DOWN everything we just built, and do it again...it's almost noon!"

...That's just stupid...I mean, they ARE trailer hicks, but come on. How about some varied scenery? THEN you can call them different stages. You got the bridge. Then you go into the city. From there? Who knows, get creative.

If it weren't for those Yeehaw abilities, I probably wouldn't have won at all with the sluggish rate of income, and even at some points, Trailer Park restrictions. It was an effective means of balancing out the steep and powerful output of incoming zombies. I had the biggest battle with the first stage as the zombies wheeled out a mighty catapult. It surprises me that the walking dead have an understanding of historical warfare and engineering...lol

But despite the balance issues in the ending half of Stages...err..."Difficulties", and the unclear rate of accumulating Yeehaw points, this was a really fun take on the Attack & Defend castle games. Being a fan of Left 4 Dead, Zombie films, and being a Texan that laughs at the expense of rednecks, I thoroughly enjoyed playing this. Because I have yet to win completely, I'll come back to it, so there's a plus for replayability.

The points off are for having to play the same stage over and over again, because it ruins the illusion of progression...it's just hundreds of trailer trash dying over this one bridge repeatedly, and they don't even get to keep their structures...so it makes little sense. I have no problem with the challenge, just so long as it's immersive.

Still Voted 5. I hope you're working on a sequel! :D


I'd say you took the gun-fighting aspect that worked for games like old-school, over-head view Grand Theft Auto and drastically improved it. The destructible environments change everything in a system where using cover to your advantage isn't suggested, but highly necessary in order to survive. It's an overhead shooter that FEELS like a gun-fight.

Getting used to the Grenade's is tricky, though I feel like it could've been used with a greater sense of control...they roll in a very specific time-slot, sometimes bounce off the wall prematurely, then detonate reliably. I can get behind that it's a mechanic the player is supposed to adapt to, and learn to be at a certain distance before throwing it to get the desired results, but even for an option to "cook" the grenade, or pulling the pin and holding it so it can explode in a much closer range than usual, could be of strategical use, but I suppose that could be built upon in a sequel, where the grenades may have an even longer range; sometimes I had gunfights down corridors with soldiers I had no visuals on because they were so far away- (which impressed the hell out of me, bumping up the challenge. Think there'll be some sniper, or carbine enemies in a continuation? :P) But that was a situation where it could've been beneficial to blindly chuck a grenade down the hall at the risk of clipping civilians as well. If they group up down the hall, it's near-impenetrable...which brings me to the AI-

For a flash game, they seemed sort-of surprisingly smart...instead of lamely walking a predictable path, their movements were different each time, and sometimes they came to seek me out. Their grouping together seemed to be an accident, but if one could program the illusion of them communicating and organizing hunting parties to clear me out? I would shit my pants with excited excrement.

The bullets looked great...bouncing off at odd angles, and just ripping into foes, walls, and peripherals alike just felt awesome. Sound effects went well with them, too!

Those explosive charges, both remote and times, were badass, but sometimes I picked up a grenade on accident, and maybe I encountered a situation where I need more control. I kinda wished there was a way to swap out explosives without having to use the one I was holding. There's really no penalty against tossing a grenade into an empty room, I realize, but it would sort-of same time, and up the interactivity in the game.

I also kinda hoped that slow-mow-Modern-Warfare-2-breaching-b ullet time was explained better in the beginning. The very first time I used it, I planted a timed explosive, then sprinted all the way down the hall to pick up a grenade (in case I needed it) then *BOOM* "Slow-Mo!" ...and I sluggishly stop running. Turn around, and in slow-mo said "....Whaaaat? ...Ohhhhh keeewwwllll" and started slowly running back in my final moments of bullet-time. Again, it seems like there's a lack of control that could've been beneficial to have. Say, if you DIDN'T want bullet-time, you could do nothing, but if you did, you held down a button while the charge is building up to activate the adrenaline rush that is bullet time. Merely a suggestion, because every time it happened, I didn't feel like I was in control of it, when it seems like a system that would work best WHEN controlled.

But all in all, it was a very fun game. I had a "blast" playing it, and I truly wished it was longer, contained NG achievement medals, and maybe, MAYBE if the screen was bigger that could make the game better, but no biggie. This is a gem! A fun-run through, but also falls short in replayability...which is why I totally hope you're doing a sequel. I'll have a 5 vote waiting for it, too! :D

Great idea!

It's very, very trial and error, but it's still a very fun game. AP is pretty slow to accumulate, but maybe that's a good thing.

A glitch, unfortunately, ruined my gaming experience. Y'see, by the time I got to the worm right after the two sentry guns, I died from the worm once for not moving. No lie, on the second try, I sprinted ahead, shot twice behind me, and chucked a grenade in the bottom right corner. The timing was so perfect, that the grenade exploded and destroyed the worm in the bottom right. I had survived, standing on the crate in the middle, boss's health was depleted, explosion animation, sound effect, all that jazz...but it told me I had failed.

...What? I killed the worm and lived to tell about it. How did I fail?

I retried the game from the very start. Frustrated I couldn't repeat my lucky grenade hit, I devoted that 1 AP to the other pistol...and in my continued frustration, realizing I'm having a pretty bad time with the FIRST BOSS, I basically rage-quit. One thing I can't complain about is it's certainly not easy, so the challenge is a plus!

Additionally, it would be most useful if you could remove the targeting nodes after you've placed them, instead of having to restart and maneuver your way around level again. It's a pretty brilliant system, with how it's layed out, and it does a good job not to over power Hank...but perhaps he might be a little underpowered.

The atmosphere, characters, and all-around artistic style looked awesome! Sound effects were all good, and the music was appropriate for the mood, but not very interesting and never grabbed my attention. As far as programming goes, it felt very nice! Hank was reliably weighty, and I pulled off the wall-jump well, the targeting system is accurate, and I suppose disallowing targeting nodes to be close together makes sense for recoil, but they should still be easily removed should the player make a mistake. And what's the deal with those grenades? Was my boss mishap a similar result to SangerZonvolt's (below me) deal?

I'm still voting highly regardless of it because it was a good lookin', good feeling game, with a good idea; it's evident you guys spent some time on this. Happy belated Pico Day! Voted 5.

BoMToons responds:

you can remove nodes by clicking on them after they're placed (then clicking an "x" in the gun assignment menu), I'll look into the worm boss grenade bug, thanks!

It's a fun romp!

You guys are really getting the most out of Bandage Hank! Though the visuals sans the stage are mostly recycled from previous Madness game days, they still work well! This variation handles more favorably, in my opinion, because of the upgrade system. I had speed and health cranked waayyy up, so I was flying all over the place taking pop-shots with a shotgun at pointblank before gliding over to someone else with almost Equilibrium pace. It was pretty damn fun!

The tilting stage was an interesting twist, and it, as well as the zombie rushes, succeeded in breaking up the pace. I like how the gray baddies, agents, and mustard-bleeding spec ops are all there...alas, as I type this I haven't made it to Wave 40, though that could work in the game's favor for replay value! :D

One problem I seemed to have was, and especially in tilting stages, the enemy will group together in, (allow me to whip out Starcraft 2 lingo) a Bio-Ball...or really a Bio-Ball of Ballistic Bullets; with nearly every gun except for the flamethrower, I would be pelting one, maybe two enemies out of a group of eight or ten who would mostly be firing at me with a decent spreadshot because of my jumping patterns. Because the bullets only truly effect the forward-most enemy, the guy in the back has no problem blasting a shotgun from the corner of the room with a guaranteed hit on my player.

Often, if I just wanted to dislodge them of their weaponry, the fists on the ground seemed to do a better job wading deep into an armed crowd, letting out an explosion of guns in the wake of the hit. That is, this would work if they didn't immediately pick them up again the moment they stopped bouncing.

Though Hank's ground punches are weighty and strong, his jump kick is more comparable to a booty sting, allowing a string of singular kicks to be hit upon the same target as they fly into the air multiple times...it would just make more sense if his aerial kick sent them more into a downward slam instead of drifting back slightly, but that boils down to my personal opinion, as usually with any fighting game, I prefer to be more of an aerial combatant...this is usually due to a lack of sprint or lunging ground attack.

The flamethrower did a great job at close-range crowd control, the shotgun was excellent, the M60 was awesome as usual, the P90 was okay, the Desert Eagle was nerfed, the Grenade Launcher SEEMED nerfed, and I kinda wished the starting H&K would make a reappearance somewhere in the game...maybe the clown could be armed with one of those instead of the shotgun?...though, honestly, that shotgun rocked...

...which bummed me out a little when running out of ammunition. After some kills have been layed down, the ground will be littered with a near incomprehensible mass of hardware, that it's difficult to distinguish what you're going to be picking up. I'll see the tip of a shotgun barrel inbetween a Desert Eagle and a Grenade Launcher, I hit "S" to pick it up, and I'll pick up a flamethrower that's a little to the left. It may be more user friendly if the "S to pick up Weapon" icon wasn't nudged off in the corner where we're not looking and it acted more like a Heads Up Display. Like, "S to pick up Shotgun" or "S to pick up Grenade L." right there beneath Hank.

It didn't chop too badly on my end, but there were a few cosmetic glitches; killing random enemies, and their bodies would fly back and die, but their hands and their weapons would remain stationary long after their dead...near the end of the level, at one point, I had a pair of hands and a floating shotgun pointing at the corner, floating hands and a Desert Eagle pointing up, and floating hands and a flamethrower pointing straight all at the same time...the angle they're pointing likely indicative of where the enemy was aiming when they died, but it was still kind of amusing...unless, you know, I WANTED those weapons >:C lol

Also, probably good news for you, I don't think I've ever accidentally clicked an ad link as much as I have today. Having to aim at the bottom middle can do that...lol.

Great job!

Efficient puzzler, but a little tooo short IMO

The first day I played this, I was pretty frustrated at first. With no real direction from the get-go, I felt kind of silly just clicking around on the first door's buttons until I accidentally got them all lit. From there on, the madness continued, but admittedly, the feeling of accomplishment in a puzzle with nothing more than just the puzzle in front of you, demonstrationless, outweighed ANY feeling of pride in a game that required tutorials. It's like, "Fuck yea. I just beat the machine!"

But it was on the first day playing this that I ran into my first brick wall; once you start a puzzle, you can't back out and do a different one in case you feel a little overwhelmed...which was the case when I neglected to remember the symbols inside the first planetoid. I would have to quit the game and do those two puzzles over again just to gain access to the second planetoid...perhaps this is just the puzzles way of providing incentive to "do it right the first time", and maybe the lack of a "back up" function is also due to the fact that there's really not much else to do...after that first planetoid is up and running, what else am I expected to do than open the door on the other side? Without knowing the codes, though, it's just staring at a dead metal surface with an unflinching light and a bunch of glyphs I can switch about while listening to someone warm up or just mess around on their guitar.

The music wasn't bad, it just sounds like something my guitarist friends would half-assedly fuck around with after smoking some pot. It was chill, and kept from being monotonous or too busy while you try to wrap your mind around the puzzles, but some diversity in the soundtrack (or alternatively a mute button in case you wanted to listen to something else) would have been useful. Especially if you wanted to "pause" the game and come back to a puzzle that was giving you a hard time.

Each puzzle seemed to do that to me at my very first impression of them...pretty complex, and at first glance it just seemed frustrating...but after tinkering around and you started to get the picture, they became easy. Not including the two access hatches, that's four puzzles, so I'm grateful they're not all the same with just added garbage to them; that would be unoriginal. Each were different, and seemed to go from easiest to hardest respectfully...but now that I've completed the game (three days after I first tried to conquer it, I should add) I find myself wanting more.

Perhaps in a sequel, our blue-collared techie hops from planetoid to planetoid, offering much creative flexibility to an already creative premise. Perhaps even manipulating a puzzle that regulated the orbit of a cryptic, server integrated asteroid belt, or all kinds of technical astrological what-have you's that could entertain for weeks and months instead of days.

...Until then, I guess I'd be waiting on the sequel. But this game was alright! I had fun with the puzzles, and I felt mighty proud of myself for completing them.

-Still could use a pause button
-and there's no real reason to NOT include a "back" feature in case you had a choice between two puzzles, or you forgot to look at the glyphs inside the first planetoid. Then it's just waisted progress and nerd rage. :P

Keep up the great work! Awesome job. Five'd!

Addictive, Simple, and cool! Great time waster!

I think any added complexity would stave the challenge from this High Score time-sink. I love it for it's retro feel, yet surprisingly intuitive puzzle-like challenge. Just keeping Red from getting crushed is a challenge on it's own, and when it inevitably happens, he seems to want to land on the one spot that'll make him drown...(or perhaps I've been too patient with the water level to rise to that point.) Either way, every error I've encountered through the game was by my own...accidentally trapping the guy, and having to dig him out against the clock, while some other block descends...there's something just very classic and timeless on the premise, though I know I haven't played this game before. It's very interesting how it handles...I like how over time, the Red block will try to force his way out of a tight spot, which can either help things or complicate them.

Loved the game! I'd try talking to Tom about implementing the medal system! It's not necessary, of course, but it would definitely accrue more hits.

I will definitely return to this game, either way, to shave off some time. Again, it's very cool!

MrPiglet responds:

I'm extremely happy to hear you say that. One of the hardest things to do whilst making this was to find ways of balancing out the quirks in my initial concept/prototype to try to achieve the 'timeless' feel you mention.

Much thanks for sharing your thoughts :)

-This is Phobotech!-
I've done animatics for Cyanide & Happiness, Purgatony, and WWE Storytime! I'm also a professional voice actor that's appeared in One Piece, SMITE, C&H, and The Stockholms!
Check out my sci-fi novel, Umbra's Legion on Amazon Kindle!

Geoff Galneda @Galneda

Age 35, Male

Animatics, Voice Act

Collin College

Dallas, TX

Joined on 9/22/03

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