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Dammit man.

It was such a clean game, and no doubt it could have been cleaner, but not all of us had the patience to get to Thunderbird back in the day. I actually don't think I ever made it to any of the bosses in LoZ 2. So I had no idea how to beat him. And I was kind of sad that Luigi didn't get any love. And that Billy didn't have a jump kick. But it's clean as hell. Let's make that Boss Battle collab happen. I'm down.

Kind of a drag.

I got killed, crash landed, got negative 1500 points, and started back at the beginning. Maybe Shoop deserves to live. It had its own style, though.

DesertMarch responds:

Shoop deserves nothing but death.

Clean

Very polished game. It is just blackjack, but it's a quality blackjack game.

Congratulations

This game's simple, but neat. I only have two suggestions:
#1. It's a puzzle game- you don't need to have lives. Having lives makes it REALLY frustrating if you die. So frustrating that you probably won't replay all those beginning levels. If you want some sort of overall motivation for players to do well, use a cumulative timer as a score: if a player fails a level, the time he spent on that try gets recorded anyway, and he's got to try again, adding even more time to his final score.
#2. It's been 8 years since the Matrix came out. It's okay to start calling it slow motion again. This "Matrix time/Bullet time" thing has been played out since 2001.

I made a pong game once.

And it was better than this, not gonna lie, but it also took me like four hours just to get the most basic, functional code together. I'm not saying that this is something that needed to be submitted (the genre really has been shit on like crazy and this game doesn't really bring anything new to the table), but the programming is sound, and it's not something that was done in a few minutes. I think that you'd have more success with a pong tutorial (even though that would mean an avalanche of shitty pong games).
If you're looking to improve this (besides the obvious fact that it needs better graphics and more to it), I'd say make the computer AI a little weaker- throw in some random mistakes once in a while.
Man, if you want to see a pong game, you should see this monster I started working on before I finally decided that it was too much and moved on to new things.

nabibrian responds:

Fair enough. Thanks for the review!

You spelled Health and Special right.

And this is supposed to be a clock crew game? I've never even seen a clock TRY to spell special. I think they just keep looking for a letter on their keyboard that doesn't exist until they give up and type "graet" instead.

Waaaaaayyy too many problems.

I liked the scope, but there was just too much wrong with this game. When the player clicks on an enemy, try this code:

_global.killCount=0
onPress=function{
if(this.dead!=true){
this.dead=true
_global.killCount++
}
if(_global.killCount>=3){
_global.killCount=0
this.dead=false
this.gotoAndStop(1)
_root.nextFrame()
}
}
That should take care of the enemies staying dead thing, and then you won't need that lame button in the bottom right corner to move to the next level.
Also, That black box with the hole in the middle? Make it bigger- when it moves too far left or right, the background shows.

Robotcow responds:

thanks a lot

Basic tutorials.

I hate tutorials that cover basic shit- there are way too many of them. But the author made a good point- WTF is with all the people that don't put hit areas in their text buttons? It's annoying as hell, and it's just laziness. Good thinking, Chris.

Drag.

I had fun with it, and I was gonna give it a great score, but then I made it to the finish line and it said "You Dead". That was a real disappointment. It's cool that you finished the game, though.

Like the Last Stand, but not as good

Don't get me wrong, it's not a BAD game, but when you're making zombie defense games, you're up against a lot of really great titles. If you're looking for suggestions, get rid of the movement keys altogether- they're really unnecessary, unless you make the area in which you can move a little bigger. Even then, moving the character really doesn't do much for the game (sure, you can hit two zombies with the same bullet from some angles, but this game's not really deep enough to require that kind of strategy). The "HEALTH" dynamic text is selectable, which changes the cursor from crosshairs to an insertion bar, and makes it harder to click. Easy fix. I'd also recommend changing up the graphics and sound for different guns. I thought I had the shotgun at one point (I actually bought the SMG instead), and I was wondering why it was shooting all rapid-fire like. An image and sound of a SMG would have let me realize my mistake a little more quickly.
It's all about time, though: it's obvious that you're a capable game designer, it's just a matter of how much time you're trying to put into it- I know we'd all like to see more variety, in every aspect of the game, but I'm sure you've got plenty of your own ideas for that.

Twitter: @DanHoelck
All that time dancing for the fuckin Man finally paid off, baby. Play my video games, or your life will be empty and sad.

Dan Hoelck @JohnnySedona

Age 42, Male

Designer

San Diego, CA

Joined on 7/11/07

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