00:00
00:00
Newgrounds Background Image Theme

Ryor just joined the crew!

We need you on the team, too.

Support Newgrounds and get tons of perks for just $2.99!

Create a Free Account and then..

Become a Supporter!

Reviews for "MOBS, INC."

About 3 things that hold this back from being enjoyable long term, and I'm pretty sure most of it stems from the limited time frame, as there's less time for analysis and rethinking little details.

Regardless, here they are:
-Abilities are not randomized, meaning the play style is essentially linear.
-Enemies do not clear when you die, meaning the moment you spawn you're being ganked. At high levels where every hit has to go as far you can make it, this becomes absurdly annoying.
-The primary attack is not always accurate, don't ask me why, but especially at point blank it has a nasty tendency to miss, sometimes repeatedly. Most the time it's fine, and most attacks don't take part at point blank, but combined with the fact archers adjust to rapid shifts being needed in their aim with 100% accuracy, up until they fire their shot, this means you can be lining up to kill an archer at point blank, you have the drop on them, and the BAM! You miss, they fire, they hit, you get screwed. Sometimes even if they don't squeeze of the shot accurately (fired mid-attack and you dodged it) or haven't fired yet, you can proceed to reclick with cursor right on top of them cutting triangles around them for another 2 or 3 hits at a time, making this issue really just stand out.

I assume the lack of accuracy may relate to something funny with the way attack direction is computed combined with a minimum strike distance that occurs, but it will even rarer happen at longer ranges, but I have no theory as to why there. Thanks to the included reticule, it is incredibly easy to spot when it happens though, in case you ever decide to look into that a bit more for mathematical reference or what have you.

Interesting piece, excellent art, simple enough concept and plays solid, if not perfect, 95% of the time. Past those 3 bulletins, a skip button for the warning or promotion cinematic would make this more replayable as well, as brief and relatively entertaining as they are.

4/5, 8/10 ~WCCC

i know u haven't had all the time in the world.. but there should allwayz be time to add a mute button. otherwise pretty impressing game. u'r propably allready aware that this should get some stuff added and be released to buy or even be made a "real game".. right? do ya? i think u do.

Made it to level 82 using my laptop's trackpad. Nbd.

I really like it, though I don't know how to avoid getting verbal warnings...maybe I overlooked something.

Wish there was more than one stage though.

It's good, but I find that the lack of a lead-in time when "Getting Back to Work" results in frustration. Because sometimes you respawn with enemies around/on top of you; so before you even have a chance to click away you've lost 1, 2, 4 hearts. A "Ready Set Go" at least would be nice so I could be moving around before the heroes spawn.

Another suggestion would be to set up game failure on a 4/4 warnings results in 20 levels lost, then 30, then 40, then 50. Game would then be over when levels lost is greater than your current level (i.e. losing a fourth time when level 45). Any of the abilities you had gained would carry over after losing levels. For me, that would extend the time I'm willing to spend on this and make me feel like I have a fighting chance.

All in all, well deserving of its awards. Congratulations!