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improvisedmunitions

21 Game Reviews


ever wanted to rip through poor knife-wielding sods with a beretta cx4? no? just me?

the defining trading, survival and firearms-centric turn based combat sim of the decade, still a joy to play through casually. i love the sandbox nature of managing my caravan, and combat makes every shot or swing feel like it makes an impact
the item variety is amazing. a game with aks? rpks?? i'm SOLD

a more polished version of the previous game in the series, with lemmings-style gameplay as opposed to simple line defense. uses bitmap instead of vectorized graphics, which is meh especially considering the flat-colored nature of the game's art. plentiful units with unique attributes, much harder to brute force (resources are more scarce), but man do battles take LONG to clear, and if you make a mistake with building you have to start the entire level over. micromanagement (usually my favorite part of strategy games) is also hellish on levels with multiple interactable entities. less refined humor than the previous game's doesn't-take-itself-seriously humor. still a fun, if not laborious playthrough

use of the word "choco bar" and "filthy" together periodically... wonder what that means /s /vneg

good line defense game, but really repetitive. fun to knock the hats off your enemies by sending cannonballs or an endless wave of soldiers towards the other castle but lands flat in the strategy department (possibly the first game i ever brute forced so easily lol). your opponent gains cash the same way you do (except on the last level), and you have access to two particularly overpowered units, making victory almost trivial. the one bug that persists until you refresh the game is when you have a cannon left over and a castle falls, which makes the last stage unplayable. still a very unique and eye-catching variation of a time-tested genre

an exceedingly rare neu-minimalist/neo-papercraft side-scrolling RTS with unit part-mashing (a feature i'm only aware of in the later 2013 hitcents game "battlepillars") and other features rarely seen in the genre today. slow but light gameplay that pushes players to mix and match guns, bodies and wheels to create tanks that are cost-effective and/or more powerful than what your opponent offers. the partly physics-based combat and weapon accuracy stats bring a nice variability to battles. a great game for those looking for a break from slinging peasants or grunts onto bases and want something more abstract and/or unconventional. thanks, tanks!!!!

THE classic. funkypear taking the gravitee formula and applying it to the artillery genre had to be the most natural thing to do for the time (and naturally was the ONLY game i played from them lol). the only modern equivalent i'm aware of that shares a similar feel is rocket bot royale, but even that doesn't take place on destructible planets with actual gravity or is a true worms-like in itself. the bots aren't dumb, and the healthy variety of maps and weapons put it on par with the quality of the first generation of worms games while extruding its own out-of-this-world charm. did i mention i fucking love worms

never got to play this as a kid. it's crazy that the game works entirely offline, something usually only shared with early facebook-style mobile liveservice games. i love slinging tiny astronauts to their doom :3c

sieger-styled city siege with sniper game theming. good weapon variety, levels with challenging three-star score thresholds and environments, coupled together with the charm of thepodge's art, level design and physics system

holy metroidvania peak

favorite childhood game!!!!!! awawawawa

combat is easy imo, pokemon-styled (does pick up later on though), but that doesn't mean that it isn't fun to watch -- the art and animations are bouncy, fun and simplistic (ahead of their time from what i've seen). the exploration is linear, fast enough to not make progression a huge chore but slow enough to let you take in the dreamy environments. good enemy variety, large item variety (banapples mmm) and plenty of areas to run through make for delightful soft worldbuilding and engaging gameplay

i'm very surprised that it's been 14 years and no one has brought a game remotely similar to the aesthetic that vulpin adventure brings. this game shaped my childhood and art, i really wish there were more things like it

my favorite game in the series aesthetic-wise. haven't tried the higher difficulties yet because i hate losing stuff but i sure hope they kick my ass better than the first difdiculty lol

silly critter on the internet with silly fixations

any

Joined on 4/7/25

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