Age/Gender: 27, Male
Location: Behind you
Job: Superhero Counselor
Here and there.
Newgrounds Stats
Whistle Status: Normal
Exp. Points: 190 / 280
Exp. Rank #: 164,416
Voting Pow.: 4.14 votes
BBS Posts: 0 (0 per day)
Flash Reviews: 7
Music Reviews: 0
Trophies: 0
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All Flash Reviews
7 Reviews | 2 w/ Responses
I gave you 2 stars since you had the ability to make your buttons work, but ...well, you've made a 'click to see a brief scene' game.
These aren't the greatest pieces to make to begin with... and would require a lot more work and quality to make it worth looking at.
There's no real redeeming factors here. Sorry. Work on your art style, work on your creativity, work on your presentation... look around, get a feel for what general standards are and then shoot for them.
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"It was a somewhat decent idea..."
But something like this is best reserved for annoying chain emails that you would send to people you keep in contact with but don't really give a damn about. There's no real content and no real replayability... hell, there's not even all that much to interact with.
A game would better be used to have a goal in mind... this isn't so much of a game as it is an interactive one-shot gag.
Author's Response:
Does your life have any content and real replayability?
My goal is stated: "Save Kids From Propaganda"
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While homage games are always a pleasure to see, this didn't have the frantic feel of the metal slug series. This is to be expected and I'm sure it was a great exercise in coding a side-scrolling game. As far as that goes you did pretty well. I didn't play far enough to see if you had any alternate-height platforms.
I'd be more interested in seeing some original content as well, aside of reusing sprites which have been used in the original to mimic the original. Still, bravo on the utilization. I'd recommend upping the speed of the player's gun though. It felt sluggish to me... no pun intended.
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This is a fairly solid piece from what I've seen technically. I liked the way that the mochi eyes moved in the direction and the animations for success and failure are both fairly endearing. I also got a kick out of the vocal 'let's go!'
Some suggestions would be to take the movement animations a step further. Add some stretch and bounce to that movement to further the illusion that instead of still graphic of a steel marble with eyes we see a soft delectable mochi ball. Show us how soft the ball is. You already did a pretty good job of making the player feel bad for failing (the tears were very cute and quite motivating), take it a step further and show us how happy the mochi is at succeeding every level!
Like I said, you've got the technical aspects of the game laid out very nicely. It's not a tremendously original concept for a game though... you will need to rely on HOW you present the game to make it truly unique. That can be done through more animation and character added to the cast of players (the spike enemies and the mochi himself/herself)
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I'd give you a star if the quiz system worked properly, but given that clicking incorrect buttons did absolutely nothing to deter you or even acknowledge you had chosen incorrectly showed this to be exactly what it is, as if there was any doubt.
The questions are not displayed with any sense of design or alignment. There is no visual theme and the 'reward' pictures are of terrible quality. If you wanted to dump Warcraft porn, you'd be better off making a slideshow than plopping this down.
If you wanted to spruce this up and make it somehow salvageable... I'd recommend cleaning up the interface, by at least aligning the buttons. Make a 'wrong answer' response and punish the user by skipping the potential picture. Take the pictures into an image editor and use it to reduce the size to match your flash movie so that it isn't so terribly pixelated. I'd also suggest teaser slides along the side to hint at what could be earned, making the player more interested in what they could win if they chose the right option.
It'd still take a lot more than that to make this piece a keeper, but it'd be a step in the right direction.
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Your score gets to be this high primarily due to the entertaining physics engine and my own sadistic nature to enjoy the ragdoll and make it do it's thing. I'd recommend some added effects for when causing explosions to make the wince factor a bit more intense.
Adding some obstacles and interactive items that can be dropped at stages of development would also go a long way to aid the enjoyment of this, bringing it from a curiosity to a full-fledged game. Also, perhaps increase the force at which the hand can slam the rag doll around as it is currently rather easy to bully the poor thing into a corner and rack up a meaty score with minimal work.
Interactive objects, again, could be brought into play to increase pain/score, forcing people to be more creative than simply corner pummeling the doll.
I really should have given this less of a rating, but the physics engine is too promising to discourage you. More visual elements could include 'gravity wells' on the 8-directional points which the up, down, left, right and diagonals could be represented by, giving us a visual reason that our keys can make this fellow slam about.
It IS entertaining and I'd love to see this expanded upon.
Author's Response:
thank you very much, i will take all youve said into account.
=)
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I'd've given this more, but the lack of a pause option makes for sad pandas, particularly on a video of any length.
Aside of that, I love variety and a few of those clips looked pretty fine. It's hard to pin down a review on a collab piece due to everyone having their own level of quality and style. Fortunately, most rating comes from the enjoyment derived instead of technical merit <3
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