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Coop

506 Game Reviews

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Very festive

Not a bad game - kind of akin to the Easter offering where you shoot rabbits from the top of some sort of building. I did find it easier than that particular game, but that one had a lot more depth and medals on offer. Perhaps you'll be able to offer us those soon?

I loved the way that you could build yourself up, though I didn't get to the end weapon, as I brought everything else out of the shop and didn't have the 6,000 bucks until I had finished killing the final boss off.

I would have liked to see more levels, perhaps a difficulty setting, so you can earn more money for killing more difficult and greater numbers of enemies over the course of the waves. Just seeing how the games potential could be developed is a really nice thing and you've got plenty of things that can improve this offering before this Xmas, or even in time for next year, if you feel like taking your time.

[Review Request Club]

ForTheLoss responds:

Thanks for the in depth review, really appreciate it! Glad you enjoyed the game too.

Good use of the Game Boy

Well, it's a very interesting game, that can keep you addicted for long stretches, so be warned, unless you wish to bid farewell to your free time, or lunch hour.

The mechanics are well designed for the game and you have to think your way through the puzzles, particularly in the latter levels, when more monsters and droids run around to kill you. I am very impressed with the dynamic of this that keeps the two sections of the game separate, though one is merely filler and the other is actual gameplay. Sandwich that onto an imitation screen of a Game Boy, that the batteries don't run out on and we're away.

If anything, it's a shame that the game weren't longer and a more substantial plot would have helped matters along, as opposed to ejected cat, run to planet surface, save cat, get enough power and fly ship away. It's a good formula for the short term, but it can get old fast.

[Review Request Club]

Poor physics

Well, kudos for making the attempt, as it's your first effort at something like this. The main issue that I have with the game is that the physics of the ball is not dictated by where abouts on the paddle the ball is struck.

Look at various pong or air hockey games out there in the marketplace and you'll see that if the ball hits in the centre of the paddle, it follows the same extrapolated trajectory, as if it has just hit a stationary wall. If it's to the left of centre, it will bounce off at a different angle completely, with either a flatter, or more acute trajectory. What I would suggest is that you get this fixed, as it will really help the game to take shape.

Some games out there have the wacky idea of four paddles, one for each side of the screen. Perhaps this is your next move? What about something like powerups, or a time limit that you have to keep the ball "alive" for These sort of things can give you more of an original and appealing game, though Pong has pretty much been done to death, so you're likely to have to search elsewhere for inspiration.

The graphics weren't exactly inspired, though neither was it so crummy that I hated it instantly. A little more time will give you a better looking interface and exploring things like methods to make your buttons look better will always help you out.

[Review Request Club]

Buggy and not all that good.

I think that this does mean there is a huge scope for improvements to the game here. You're here with no real scoring system, or goal of the game, save avoiding the asteroids, which are infrequent and if I just stood still, I'd avoid most of the hits for 10 minutes.

Firing is good, being bereft of the "autofire" function. Don't change that, as I like having to interact. Perhaps with the scoring system, you'd lose a nominal amount of points for spamming ammo into space?

The fact that the debris remains on screen and your ship flies behind it only screams of poor layering. The ship needs to be the top layer, while other things fly past behind it. You're focusing on the ship, as a player, you don't need distractions to remind you that it's just a game.

Perhaps mitigate some of these issues, by making it a side scroller. Throw in some powerups, a plot and even some boss fights and you'll be looking at a much better game, without that much effort. What is to say that you couldn't add checkpoints, where you can repair, upgrade and so forth to your ship, possibly even adding some bonus missions (if you clear this next sector in under 2 minutes 30, I'll give you a booster unit, for example)

A lot of potential, I look forward to seeing you make use of it.

[Review Request Club]

CAN-OF-SPAM responds:

Thanks for the review, in the next 2 i made alot of these bugs and glitches were fixed.

Not bad

Well, it's a decent showing for a game that has a lot of good stuff going for it. I'm not sure of how to get past Level 3, but that might just be me being in a little bit of a rush. Not to worry, I'm sure I'll be able to crack it at some point.

You've done well with a good balance of music and the liner function of the game does remind me a little of things like Super Mario Bros. although I can see why those sort of games would have the edge on appeal.

Some sort of tutorial would have helped, in order to just get people on the way - show us in the game that we can move left and right with A and D, while jumping with W. The ability to squat down and avoid things like the spinning chain would have been nice - there's even a convenient key available in S. I think that I'd still view this game as a work in progress, but it is the sort of thing that is worth looking at, since you seem committed to making the game work. With a decent score like this, getting the issues sorted and a few Medals programmed in would really make this game worthy of awards consideration.

[Review Request Club]

sigh

Well, if OCD wasn't bad enough, since we stand here looking at a game where 10,000 clicks of the mouse translates to a few points on Newgrounds is really iffy for those people that oh so desperately want the points. Your game does have the infuriating quality to it. Personally, I'm not entirely convinced that this is something that you can be proud of.

Congratulations, you've made a parody of a successful, if highly confusing game. I think that the way that you've made it such a close parody, but have just gone all out there to put very little actual assistance into the game itself takes something away on an "originality" basis. With that in mind, you have got NG Medals there, although they are pointless at present. If only I could solve some of these puzzles and see that these long codes that look far too long and useless to make much sense are worth it. A shame really that I got code 3 and 5, but not any other ones...

[Review Request Club]

Not bad

Loaded with features, this is a good example of coding, once again, though it does seem to have a little issue, regarding the fact that aside from the coding and layout, it is quite a limited piece.

Some sort of your own set of visualisations that people could upload would be a nice feature, if you get a site of your own and enough bandwidth to host visualisations made by other people, you could have a nice working setup. Compressing them to "Bytesize" style screens and porting them across from your site would be a colossal achievement for you on this front.

Aside from that, the piece does give access to a lot of Audio, though I'd love to see more information presented on there - title, author, size (file size and length of the track), plus a rough rating for the piece and release date. If you just put the score in to the first decimal place and the year of submission in there, you'd have enough for most people there.

Of course, this is where you come into the arena of customisable layouts, where people can choose what they see, while they listen to the radio - another substantial step forward.

[Review Request Club]

Not bad, but a few rough edges

This game is really a "skin and bones" game, where you've produced the mechanics and not much else. Perhaps alter the colours of the pieces and come up with a hint option, that would allow you to show where one piece goes by showing an opaque shape on the grid, as opposed to blowing the whole solution.

A feature where you could place a piece and if it were correct, have it click into place would help, though I appreciate that these puzzles have two or more solutions, if not symmetrical, thus would require more programming.

Finally, when you rotate the pieces, can you rotate them around the button? That would make the game much more user friendly and assist in the speed of rotating pieces.

[Review Request Club]

Blackout0189 responds:

Thank you for the comments. But to respond, there is a feature I added with opaque shapes in the puzzle to help you solve. Press "Solve".

Wow, what a complete bastard

Well, that's a decent game, that I never really liked, as it got going with a decent streak and the way that you overlaid the dummy run, so that you hit the sides and have to start again. It's a nice little quirk, nothing more.

I think that the main issue with it all is the way that the rest of the layout was messed up, because of this overlay - I couldn't come down to write a review, or even close the damned game itself to help me - work with the programming to smooth things out is required.

[Review Request Club]

Kwing responds:

You mean the mouse kept vanishing? I set it up so the cursor is always invisible, and the only way I could set it up so the cursor reappeared if it was outside the Flash screen would be if I used AS3, which I can't use with my version of Flash. Furthermore, you could cheat if I implemented that feature.

You know, I stopped shaving to think of something to write here. That worked out well.

Will Cooper @Coop

Age 41, Male

Author / NG Mod

Old Skool

Vancouver, CANADA

Joined on 4/28/04

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