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Reviews for "Aetherpunk 1.1"

playable, to a point

some of the biggest issues i had with the game was as follows:

1. the turret could only target the 2 sides, and not the top. granted, it allowed me to defend the top alone without worrying to much about the flanks.

2. instant KO's: as listed before, if you are too close to the barrier, you can be 1 shotted.

3. a bit slow. the game play needs to be picked up a bit, not just the guns but the overall movement of the game.

4. shallow upgrade system. you easily can get to the bottom (where the good stuff is) within 7-8 levels. a bit more of a dynamic leveling system would be nice (such as, expanded base, extra turrets, another person (npc) running around, increased health)

5. confined... even with all you walls down, you can not leave your base.

6. where are all the people that you know, if you "have money" and "know people" that " you have used" where are they when you need them?

7. continue... either lose 1/2 of your Aether on hand, or xp. but having to restart really hurts.

8. end game? is there a boss anywhere to be found?

ok, enough bashing, here are some good sides of the game:

1. repair and fire at the same time. yes, if you hold"f" and left click, you can do both actions at once.

2. gore on or off, good choice for those that like it or not (i would like to see different colors too, other then green)

3. though i would always like to see more, weapon choices where at least varied enough to play with.

4. balance of Aether to cost. the costs and the amount collected balanced well. not too hard to get upgrades, but not so easy that you are killing everything without effort.

the game has a good base, just needs to be expanded upon. 4/5 and 8/10 for a great start.

Too manny glitches

First of all, no way to continue? The little raptor things that can shoot, are very over powered. Their attack is hard to dodge, high damage, and they have high health.

Either fix or completely remove the suicide bombers. One just jumped through a barricaded gate and INSTANTLY killed me at full health. That is a BIG fricken problem.

And you should heal when creating barricades too, not just when standing still.

Dunoo if it is good or not because it WONT WORK.

Sounds like a fun game I just CAN'T PLAY IT. I am churretly using CHorme so that be the issure. The game loads just fine, I just can acesses ANY o the MENUES. SO if you can fix this please. I wanna play the game becausei seems cool. So a little help would be good.

Biggest flaw is repetitiveness

I liked the variety in weapons that the game has, not horribly shallow upgrade system, and the steampunk-ish art style and vibe the game has. Unfortunately, the gameplay is repetitive, and the area is too small. It would be nice if you could eventually expand or something.

Also, making me start from the beginning after losing in a game with instant kill enemies is sort of mean.

All in all though, if you could take some of the stuff you had in this game, like good vibe, variety in weapons, somewhat deep upgrades, etc., and matched them with better gameplay, you could have a great game on your hands.

Nice game, some flaws.

Others have mentioned the repetitiveness of the game, so I won't go into that. For those who think you have to wait for the aliens to be in the workshop, though, you can actually shoot them THROUGH the barricade, and in fact is it absolutely critical that you do so.

However, I've noticed a flaw in the assignment of weapons. A top-end Gadgeteer skill, in fact one which I made my top priority to get, eliminates reload times, but only for physical damage weapons. Obviously, that in mind, I prefer the physical damage weapons, especially because just BLASTING the aliens is fun.

This limits the field to only four weapons: the colt pistol, the coil pistol, the fowling gun, and the flechette rifle.

Here's the odd thing, though. I crunched the numbers: the coil pistol (cost 250, cheap and easy to get) actually works out as the BETTER WEAPON over the Flechette rifle (cost 900) once you're fully upgraded.

I'm not sure how this was missed, but here's the math:
Basic Readiness grants +10% damage and RoF to all weapons.
Fire Discipline grants +10% range to long guns and pistols.
Long Gun Training grants +20% range and +25% rate of fire to long guns.
Long Gun Expertise grants -50% reload time, long guns only.
Pistol Training grants +20% damage, -25% reload time, to pistols only.
Pistol Expertise grants +45% range, pistols only.
The Hunter grants +30% damage to all weapons.

Now, we ignore Rate of Fire and Reload Time increases. With Autoloader, all of the weapons under consideration reload immediately, so the rate of fire becomes as fast as it takes the ammo counter to tick from 1 to 0 to REL to 1 again, plus the time it takes you to click the fire button again. The only stats in question, then, are RANGE and DAMAGE.

The Coil Pistol:
Price: 450
Range: 450 *1.1 * 1.45 = 717.75
Damage: 25 * 1.1 * 1.2 * 1.3 = 42.9

The Flechette Rifle:
Price: 900
Range: 500 * 1.1 * 1.2 = 660
Damage: 30 * 1.1 * 1.3 = 42.9

Both are equally perfectly accurate, meaning where you point the gun is where the shot goes. Their rate of fire is identical.

After Pistol Training has been learned, they deal identical damage concurrently, because the next skill that upgrades damage upgrades both equally.

Both have incredible range, probably farther out than the aliens actually spawn at, and definitely farther than you can accurately target, trying to pinpoint a far-off alien by shooting down the arrow. It can (and often will) be done, but you're still not going to be hitting as often as you would if you could see the target.

Therefor, then, the deciding factor is cost, and this is a no-brainer, as the coil gun costs precisely half as much, for a weapon that nominally shoots farther, does equal damage and at the same accuracy and rate of fire.

My suggestion would be to add a high-end Physical damage pistol and Physical damage rifle that have different combat paradigms. Sniping is out, but you could, for instance, make one a scattergun and one a machine gun, or a grenade launcher or something.

Alternatively and/or in addition to adding a high-end physical weapon in the categories thereof, you could tweak the stats of the flechette rifle directly to maintain the expected 20% damage increase over the coil pistol at The Hunter, which would mean that it should be dealing 51.48 damage per shot. That number is 36, by the way, which would make the flechette rifle well worth the price of admission even with no skill upgrades.

Yet another (even simpler) alternative would be to apply the same +20% damage increase to Long Gun Training as Pistol Training gets, which would equal the same number.