Age/Gender: 27, Male
Location: Chico, CA
Job: Designer
All that time dancing for the fuckin Man finally paid off, baby. Play my video games, or your life will be empty and sad.
Newgrounds Stats
Whistle Status: Normal
Exp. Points: 1,720 / 1,880
Exp. Rank #: 18,475
Voting Pow.: 5.50 votes
BBS Posts: 25 (0.03 per day)
Flash Reviews: 177
Music Reviews: 1
Trophies: 2
Stickers: 0
All Flash Reviews
177 Reviews | 37 w/ Responses
Framerate inconsistency made it kind of tough to get the combo timing right- especially when stars would fly up for getting a certain number of combos in a row. Overall, it was polished and I liked the art style, but it just wasn't enough. Compared to the Kevin Federline beat 'em up that NG put out, this game just doesn't have enough personality. Professionally done, but the only thing that sets this apart is Chris Brown. And fuck him.
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The fact that you could re-create the look of the original GTA is pretty damn impressive-those guys had a team of programmers and a decent budget.
The gameplay left a bit to be desired, though. The framerate was pretty miserable, too. In the future, I'd say drop the 3-d buildings in favor of more playable speeds and some fine-tuning on the gameplay. It's an amazing foundation for a great game- but it's not there yet.
And all the people giving this shitty ratings have never designed a game in their lives.
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I really liked the idea of skipping straight to the good shit. Very clever, and it clearly gave you a lot of room to make this battle epic as all hell. I would have given it a 10, but it got boring after a few minutes. I'd recommend taking cues from other boss battles, where there's some special trick to defeating the boss, and changing it up a bit every couple minutes.
P.S.- It looks like you forgot to embed the scoreboard font. The score on my computer showed up in Times New Roman.
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I think the idea is solid- a super-hard platform game that's a little more forgiving than others in the genre. There's definite room for improvement, but this is a good start, and the level design shows a real understanding of what makes platform games fun at their most fundamental level.
Here are some things I'd like to see:
-Better production. The music got old after the first 3 or 4 minutes. Why not hit the Audio Portal and get more tracks? The graphics were also pretty messy. Simple graphics can work, but it takes some skill to keep them from looking amateur. I'd suggest using pixel art, like in the old NES games- it's kind of played out, but it's a good system to make balanced, unified graphics, especially if you're not a graphics guy.
-More attention to the physics. When you step on the elevator platform near the end of level 1, the character kind of "jumps" as the elevator rises. When you fall a long way, the character falls through the floor for a few frames before coming back up to stand on the ground. These details can really effect the feel of the game, it feels much more responsive when the character seems solidly attached to the floor.
-A more distinct game world. It doesn't have to be graphically detailed or have a story, it just needs personality. Fancy Pants Adventures and Shift are great examples of this. If you were to look at my monitor while I was playing Fancy Pants Adventures, you'd know what game I was playing without having to read the game title. That kind of distinction will set your game apart from the other super-hard platformers out there.
I thought the gameplay was excellent, and I really liked that rotating white block halfway through stage 1- it was a surprise and a challenge.
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Very pretty. It was almost overly simple, but the absolute prettiness of everything involved made up for that.
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It takes a really great flash to make me laugh out loud, and I was kind of expecting this to be overrated and just be a shitty episode of Tankmen. You guys did a great fucking job with this.
(And wtf with the pause button whiners? Cry about it.)
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Don't get me wrong- I was looking forward to this game as much as anyone else. But after all that time, I kind of expected... more. This is a solid little flash game and all, but it's nothing new- I don't even think it's above average, to be honest. Sorry if it seems like I hate your game, I really do think it's alright, I just wanted more out of it.
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"made it for someone special.......
who I don't coerce with anymore."
I don't think you know what the word "coerce" means.
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Finally, someone made a mouse avoider worth playing. Well done, sir.
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I don't want to be a dick, but I'm with the guy before me- there's really not much strategy to this. You just bang against the enemy until he turns around. That seems to be a serious flaw in the game mechanic. I feel your pain, but I think you guys should have probably seen that one coming, and maybe come up with a way to address that...
As it is, it's kind of like Joust, but not as fun.
Author's Response:
Yea--and read the comment I left him....dick
:P
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