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Funny Hell
..Funny Hell..
..Game Keywords / Tags: Funny Hell, BulkyPix, iPhone, iPod, iPad, iTunes, iOS, Mobile, video game, games, juego, juegos, videojuegos..

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Funny Hell Box Art
System/s: Mobile
Developer: BulkyPix
Publisher: BulkyPix
Genre: Puzzle
Players: 1

Release:
N. America: Dec. 13, 2011
Europe: Dec. 13, 2011
Australia: Dec. 13, 2011
Japan: Dec. 13, 2011
GameDynamo Score
59

Readers' Score
N/A

ESRB: Everyone 10+

Hell Might Not Be Funny, But It Is Cute
REVIEW | Author: Erik Sugay

Despite its name, Funny Hell is neither overtly amusing nor particularly hellish in any traditional sense. What it is, though, is a fairly charming way to quickly pass some time, and that is all you really should want from these inexpensive mobile games. 

If there is a story in Funny Hell, it is not readily apparent. Once you load up the game, you are plunged directly into the fray. Several brief stages composed of shallow objectives are used to get you acclimated with the game's simple combat mechanics. As an extremely simple tower-defense type of game, the main goal is to protect your base on the left side of the screen (in this case, a giant red skull) from harm. As bluish ghouls attack you from the right, you must deploy your own troops to take down the opposition's base.

Funny Hell (iPhone, iPod, iPad, iTunes, iOS, Mobile) Review Screenshots

Every Funny Hell level proffers some quantity of gold coins. Expectedly, each troop and ability at your disposal costs an appropriate amount. The developers change up the basic formula every so often to keep the gameplay as fresh and varied as possible. Some missions charge you with accumulating a high sum of coins (accomplished by defeating enemies), defeating a particular number of enemies, or keeping your base secure for a certain amount of time. While these objectives don't deviate much from your main goal, each presents precise restrictions on how you play. When done correctly, these constraints test your tactical skills. Unfortunately, certain design and programming decisions make planning unnecessary. 

All of the action in Funny Hell takes place on a single, 2D plane, so no troop, ally, or enemy can physically surpass another until one falls in battle. This limitation means you'll probably employ the services of creatures with projectile attacks more than others, firmly reducing variety in strategy. Additionally, even though your forces are restrained by how much coin you have, no such limitation is placed on your computer-controlled opponent. Your enemy will somehow manage to continuously deploy troops and spam massive screen-covering attacks that will completely annihilate any and all of your own troops. It then becomes a war of attrition, as you are likely to send out only a few creatures at a time despite your coin supply, as that mass attack will happen often.

Funny Hell (iPhone, iPod, iPad, iTunes, iOS, Mobile) Review Screenshots

Despite the simple presentation, there is noticeable lag whenever too much clogs the screen. Additionally, coins bounce across the screen randomly, and you need to tap on them to add them to your reserve, but poor touch detection means you'll be tapping furiously while you watch the coin disappear. While an interesting romp, some unfortunate programming decisions make Funny Hell less engaging than its title would have you presume, and with little story to speak of, there isn't much incentive to continue playing.

GameDynamo's Score for Funny Hell (Mobile)

Score
Description
Graphics 79
The art is colorful and vibrant in spite of the hellish setting, with plenty of cartoonish skulls and almost piƱata-like design. It has a "Dia de los Muertos" vibe.
Sound 48
The music is practically nonexistent. The little sound effects are serviceable.
Gameplay 57
2D tower defense with source constraints promise some tactical gameplay.
Play Value 62
Each mission restriction keeps gameplay brisk, testing your mettle when you can't rely on specific techniques.
Final Score 59 Unfortunately, unlike you, the computer characters aren't limited, and many restrictions act as an unnecessary and artificial way to lengthen the gameplay.

Posted on 12/30/2011      

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