Wednesday, 02 October 2024
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I Eat Bananas

Added: 19.02.2015 16:14 | 4 views | 0 comments


Life could be so simple, if only you could be left alone to eat all the bananas! Climb ever higher in your quest to reach the delicious fruit, while random items fall from the heavens above. Who's throwing all this stuff, anyway? And was that a whale?! Whatever it was, you'll need good reflexes to dodge it as you climb faster and faster. If you can eat enough bananas on your way up a Rescue Leaf will grow, but it will only save you once. After that, it's a long fall down to earth. Play now and go bananas!

From: www.miniclip.com

Godown Escape

Added: 19.02.2015 0:02 | 55 views | 0 comments


The story of this game is to find a path inside the godown and escape from there. Assume that one day you got stuck inside the godown of your friend's house. Try to unlock two exit doors and get escaped soon. Click on the objects to interact with them and solve simple puzzles. Play enagames and have fun!

Tags: Play, Click
From: www.fupa.com

The Legend of Candlewind: Nights Candles Review

Added: 18.02.2015 23:24 | 0 views | 0 comments


The Legend of Candlewind: Nights and Candles had me at "Hope you like stone walls and text boxes.

Adventuring is boring and repetitive. All you do is trudge through the stone-walled chambers of a labyrinth, stopping only to kill the same handful of unconvincing monsters in exhausting turn-based battles. Creatures like goblins, rogues, and, uh, goblins and rogues are static models that simply blink their way closer and closer to your position. Actual combat is depicted by these models leaping up in the air, in an effect akin to somebody waving a paper cutout at you. Only single creatures are shown. Attacks by groups of goons happen, but their numbers are depicted via icons at the bottom of the screen, as they line up and go at you single file.

Successful attacks in Legend of Candlewind aren't shown by any sort of swinging sword, but by the enemy in question flashing red and occasionally spitting out a few drops of blood. Spells come with rudimentary pyrotechnics: I've thrown cherry bombs more impressive than the game's Fireball. The only sort-of presentation plus is the musical score, which features enough flute to sound like Jethro Tull on a bad day. That said, this score is a single looping song, and it vanishes completely after just a couple of minutes of play, never to return. Oh, and the sound effects consist of thuds and louder thuds.

All you do is trudge through the stone-walled chambers of a labyrinth, stopping only to kill the same handful of unconvincing monsters in exhausting turn-based battles.

As for combat strategizing, there isn't any. Once an enemy appears, everything gets locked down. You can't access your inventory during scraps at all, so forget about swapping weapons, taking a potion, or using some sort of magical gizmo. The lack of access to cool gear doesn't mean much, though, because the dungeon isn't exactly rich with treasure. Vanquished monsters don't leave behind loot drops. You're about as likely to walk out your front door right now and spot Bigfoot as you are to find a treasure chest in this game. Even when you do spot one, it's always stuffed with useless items like apples, loaves of bread, arrows, a rare gold coin or two, and the odd potion of healing or magic. Weapons and armor are virtually impossible to find. I spent most of the game with the same pathetic gear (the lead fighter is equipped with nothing but torches and a shield) that I received at the start of the game. These clowns come off more like wandering vagrants than the usual RPG heroes swinging swords and rocking plate mail.

Difficulty almost immediately soars off the charts. If you push ahead into the labyrinth, you quickly run into murderous opponents who simply cannot be slain. You can't rest, either. Your only option when it comes to restoring health or mana is to quaff potions or cast spells, although the former is in short supply and mana points can be quickly exhausted by throwing around just a few incantations. The only way to get anywhere is by grinding out levels, courtesy of the game's handy "Wait for Monster" button that summons up random encounters. This is as exciting as it sounds. And very slow. Just a handful of experience points are earned in each battle. Arriving at last at the second level is cause to pop some corks.

Didn't I just kill that thing?

Doors with obvious locks are scattered throughout the dungeon. Click on them, and you get a message about the door being opened with a key. Only there aren't any keys, and most of the doors are actually unlocked. It took me an hour to figure this out, and that was only because I accidentally clicked to move forward one too many times and wound up going right through a door. Even without these fake-out doors, nothing about the dungeon seems real. Encounters with friendly characters are not shown on-screen. Wandering traders, folks who need a hand, and other characters are shown solely with text descriptions and boxes you click to select actions.

No matter how starved you might be for old-timey role-playing, give The Legend of Candlewind a wide berth. This is a terrible, aggravating experience bound to disappoint you no matter how much you might want to relive the glory days of Eye of the Beholder.

From: www.gamespot.com

The Legend of Candlewind: Nights Candles Review

Added: 18.02.2015 23:24 | 0 views | 0 comments


The Legend of Candlewind: Nights and Candles had me at "Hope you like stone walls and text boxes.

Adventuring is boring and repetitive. All you do is trudge through the stone-walled chambers of a labyrinth, stopping only to kill the same handful of unconvincing monsters in exhausting turn-based battles. Creatures like goblins, rogues, and, uh, goblins and rogues are static models that simply blink their way closer and closer to your position. Actual combat is depicted by these models leaping up in the air, in an effect akin to somebody waving a paper cutout at you. Only single creatures are shown. Attacks by groups of goons happen, but their numbers are depicted via icons at the bottom of the screen, as they line up and go at you single file.

Successful attacks in Legend of Candlewind aren't shown by any sort of swinging sword, but by the enemy in question flashing red and occasionally spitting out a few drops of blood. Spells come with rudimentary pyrotechnics: I've thrown cherry bombs more impressive than the game's Fireball. The only sort-of presentation plus is the musical score, which features enough flute to sound like Jethro Tull on a bad day. That said, this score is a single looping song, and it vanishes completely after just a couple of minutes of play, never to return. Oh, and the sound effects consist of thuds and louder thuds.

All you do is trudge through the stone-walled chambers of a labyrinth, stopping only to kill the same handful of unconvincing monsters in exhausting turn-based battles.

As for combat strategizing, there isn't any. Once an enemy appears, everything gets locked down. You can't access your inventory during scraps at all, so forget about swapping weapons, taking a potion, or using some sort of magical gizmo. The lack of access to cool gear doesn't mean much, though, because the dungeon isn't exactly rich with treasure. Vanquished monsters don't leave behind loot drops. You're about as likely to walk out your front door right now and spot Bigfoot as you are to find a treasure chest in this game. Even when you do spot one, it's always stuffed with useless items like apples, loaves of bread, arrows, a rare gold coin or two, and the odd potion of healing or magic. Weapons and armor are virtually impossible to find. I spent most of the game with the same pathetic gear (the lead fighter is equipped with nothing but torches and a shield) that I received at the start of the game. These clowns come off more like wandering vagrants than the usual RPG heroes swinging swords and rocking plate mail.

Difficulty almost immediately soars off the charts. If you push ahead into the labyrinth, you quickly run into murderous opponents who simply cannot be slain. You can't rest, either. Your only option when it comes to restoring health or mana is to quaff potions or cast spells, although the former is in short supply and mana points can be quickly exhausted by throwing around just a few incantations. The only way to get anywhere is by grinding out levels, courtesy of the game's handy "Wait for Monster" button that summons up random encounters. This is as exciting as it sounds. And very slow. Just a handful of experience points are earned in each battle. Arriving at last at the second level is cause to pop some corks.

Didn't I just kill that thing?

Doors with obvious locks are scattered throughout the dungeon. Click on them, and you get a message about the door being opened with a key. Only there aren't any keys, and most of the doors are actually unlocked. It took me an hour to figure this out, and that was only because I accidentally clicked to move forward one too many times and wound up going right through a door. Even without these fake-out doors, nothing about the dungeon seems real. Encounters with friendly characters are not shown on-screen. Wandering traders, folks who need a hand, and other characters are shown solely with text descriptions and boxes you click to select actions.

No matter how starved you might be for old-timey role-playing, give The Legend of Candlewind a wide berth. This is a terrible, aggravating experience bound to disappoint you no matter how much you might want to relive the glory days of Eye of the Beholder.

From: www.gamespot.com


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