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Coop

506 Game Reviews

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Not bad

It's kind of like the Impossible quiz, but not quite as funny, which is a shame, to be honest.

I think that you need to work a little on some of the solutions, since things like "Dark Side of the Moon" is a little anal to accept it for the medal, but not accept it as the level completion answer. After all, people can still relate to the album title, even by calling it just "dark side", but hey.

I had a little trouble solving some of the levels, particularly 32 and 41, since they seem to have no way of showing you where the codes are - thanks to people for lending me the results via reviews :P You can be a complete bastard with Level 48, sending you back to the beginning. Perhaps you need to consider making this whole piece an amalgamation of the first three (or four) parts, to give a load of questions that could fit together well. After all, Impossible Quiz had loads of questions that fir together, where yours only has 20 questions, which leaves me feeling a little iffy regarding this.

[Review Request Club]

Rather basic

If you're going to make a dressup, perhaps consider starting with a decent background, throw in some tunes and make an interface that the users can decide will help the piece.

I think that the basics of the game are there, but you need to step up and make it improve, by having buttons on a sidebar, that opens each part of the wardrobe. Try having one for torso, one for trousers, shoes, headgear, face and so forth.

You can surely base a background around the cartoon that you've taken this character from, so it's not beyond salvation, it just needs more work. You've got plenty of file space to work with, as it just needs to get a little inspiration.

[Review Request Club]

JabberWocky responds:

It's my own character. D:
And my computer decided to fuck all of my flash up their ass... :(

Needs work

Well, it's a basic little game that you've made and I can't criticise you for that. However, with the way that you've fit it all together and the way that the blobs of alien life or space debris destroys part of the ship when you get close, I'm not convinced.

I'd suggest that you make it into some sort of space shooter game with better controls and make the lazers shoot in straight beams, which look like dotted lines. From here, you can despatch powerups and get it into a better laid out setup.

Sorting out the walling of the ship and the objects is a must, as it was very frustrating to see these cost me a lot of life and shorten the game, since that's the whole basis of the game, you need to work on these first and foremost.

The only other thing you could add is a plot and some boss stages - are these aliens that have different attacks, or do you have to destroy huge pieces of space junk that occasionally haemorhage large pieces of debris? Come up with the captain and get a little voice acting (Fro can help there!) and you'll be well on your way to a great little game.

[Review Request Club]

fallensoul289 responds:

Yeah I know old game typical idea.

Very good game

A very nice little tower defence game, though I managed to complete most of the achievements within the first battle. I think that there is certainly scope for this game to improve. Perhaps tooltips for when you mouse over a tower, to describe what sort of tower it is and the level, so then you can click on it and find what you need about upgrades etc.

I'd have suggested a better level system, where you get into the parts that need bigger and better towers, as the bugs are more powerful and perhaps a system where you can summon more bugs to fight against per wave, though perhaps that sounds like I'm taking a little too much from Gemcraft there.

With the way that you've got the game set up it is fantastic and the idea of Newgrounds Medals added to it would be brilliant. Keep up the good work.

[Review Request Club]

3D-xelu responds:

Thanks a lot for the review... yeah we tried to avoid feautures that would be similar to those in gemcraft.. and yeah a tooltip for towers would be really usefull

again... sry for the lack of speed up button or beeing able to click next wave constantly.. we had problems with those feautures and we couldn't finish them =((

again.. thanks for the review.. and i hope you enjoyed it :P

Basic game, but workable

You've made a decent effort to get started here and I can easily see what the goal is for the game, so keep plugging away to make this game work for us all. What it needs is a few small tweaks:

When you lose a level and click the "redo :(" button, try stopping 8-Bit Kirby and having Super Mario Land Mega Mix play on its own, just to stop it from sounding too messy. Would it also be good to consider the redo button allowing the players to attempt a level again, or instituting a lives system?

With the layout, you could have made it better - spend a little more time on the drawing side of things and you'll see that it will soon pay off, with a much better looking game. The same could be said for the fluidity of the movements. They look quite slow at the moment, just a little slow for conventional gravity, so speeding that up a little could help you.

[Review Request Club]

GShton responds:

Thanks for the suggestions

Great work, but needs a little polish.

A very enjoyable romp, resulting in hours of fun, which one can certainly say has not been wasted. I have to say that the graphics are good and the way that you've put explosions in for each creature type to die, except for heroes and titans is quite a nice touch.

Some of the images that you use for the playing pieces, such as the Were-Tiger and the forest hunters look a little out of focus, as if you're viewing them through a pane of frosted glass. Sharpening these up would certainly work well.

On the menu for arranging your forces, why can't you have the tooltip show up to tell you the abilities of what you've currently got equipped? I found it a pain to have to remove all of my forces and then work up again with a new one. The same can be said for the spells, but it's even worse when you get to the combat, because not being able to see how much mana each spell costs, you need to remember well enough to plan an assault, without running out of spells at the critical moment. With invulnerability sand time stop, timing is crucial, after all. Where you've got the black bar across the top of screen, perhaps it would be wise to have a little tool tip there that shows in numbers the mana that would be consumed?

With the general combat controls, I found that there was an issue with the way that even after you tell each individual group to have a position on the field, they still advance, if an enemy comes close enough. If this enemy dies, they still walk forward, as opposed to returning to position. Another general button "hold position" would be a wonderful addition, as I quite liked deploying the troops just behind the full range of the epic wartower, just to mop up the stragglers and preserve the perfect score in that way. Falling back just never cut it for me, as everything fell back so far that the damage caused was dealt directly to the tower.

Still, don't let my moaning get you down, this is the best version of the series so far and I look forward to Epic War 5!

[Review Request Club]

Far too fast

Dear god man, what kind of god like reflexes do you think the average human being has? The way that he moved, you were clicking way after he'd left that area and my brain barely had time to register where he was, let alone click in the space, even if I staked out an area, like the starting block.

What I'd suggest as a fix is to move to a space, stay for between half and three seconds, then move on. If you hit him, move him elsewhere, but this game is ridiculously hard to score any points on at all.

The background art is a good idea, so why not try to age the animation to fit, as opposed to the rest of it sticking out like a sore thumb? A tracing job on the background would assist in blending in a little better, if you feel that would help.

[Review Request Club]

MonoFlauta responds:

Haha, there is an easy way to win points, you shouldnt run everywere, you just stay in a place and with the reaction time an human has, you will be able to hit it, dont worry :P

Thanks for the review

Very good game

A thoroughly enjoyable game that I can certainly say has kept me occupied for a while today. I will have to buy the full version, because I loved the predecessor and now that you've added some great features to this version, I just won't be able to help but get my money's worth from it.

You've taken some of the advice I offered in the review of version 1 as well - more voices do make for a better state of play, since each opponent has their own differences. The ability to change the look of the player is good, though I would say that the ability to choose the trim colours on the hats would be useful as well, since even someone as obsessed with green as I gets bored of it from time to time.

This game even has a plot, when you're trying to prove that poker is a game of skill and not a wholly evil game. It's not like anyone ever starts a fight in this version, either. You've added a trophy cabinet, as opposed to the old case of coins, which I think is a nice touch, since you can see how far you have progressed towards the silver or even gold medals (are there platinum ones? I won't be able to find that out for a few weeks otherwise :P)

This is definitely the sort of game that needs Newgrounds Medals, as that would get more people into poker and is the next big thing for your marketing boys ;)

While I like the vocal talent introducing the saloons, would it sound better if they actually gave the individual saloon name, as opposed to "Welcome to the saloon of Amarillo", for example? It did sound a little jerky in places, when announcing pot amounts, so that could be smoothed out a little.

As for the gameplay, the major issue has been addressed - you can now see a hand being played out when you skip it, in double quick time, so you can see who got out, when, without having to watch all the tedium, if you're only in for a short game.

Great stuff, this will keep me coming back for more.

[Review Request Club]

Very interesting game

I wish that you'd used some voice acting in the start and end sequences, as this would have made so much more of a very gripping game, from start to finish. I loved the gameplay and the quick-fire way to get it all to work. Ploughing through it after completing it once to get all of the stars was still as enjoyable as the first "exploratory" run.

Awesome graphics, particularly when you transcend to the surreal and add in some of the horrendous part mutations that have afflicted the crew. I'd love to see what you could come up with as a sequel to this, to see if the company behind this drive pump more funds in, just like in the Alien movies.

Some really well written pieces here - I'd have loved to see the logs made with video sequences, so that you could see the physical deterioration of the crew members recording these video logs, in order to map up with how they deteriorated mentally over the course of the levels.

[Review Request Club]

I was getting into it...

I was making some decent progress through the game, but I got to the part on stage 2, where the barrels dropped down in pairs, like Donkey Kong. I figured that the best way to do this was to jump them in pairs and them make a beeline for the exit after the second pair. The only problem was that whenever I got to the exit, a falling barrel would strike me, thus killing off my chances of making it to the next level.

On occasion I thought that I'd actually made it, but there was another catch - sometimes I didn't get hit, as the guy stayed together, but the death jingle played, +1 went on the score and I had to restart the level. That was frustrating, to say the least.

With the programming of where the barrels land, perhaps have a little "safe zone" after them, so you can definitely get to the end of the stage, because otherwise it's just annoying. Perhaps a little more blood and gore in the stages, especially when you die - some of these would produce different results, such as dismemberment for the saw blades and charred crispy chicken for the flame jets, for example.

You're getting there with the drawing style, but it still needs a little more work - making the guy fall apart as he dies seems a little weird, since you're trying to make people believe that they are him, i.e. human.

[Review Request Club]

DrClay responds:

I fully understand. Perhaps I will make a variable for the player to be invisible when he touches a certain object (off screen) so you can run off peacefully.
Strange how people complained about scenes playing wrong, yet for you it didn't seem to do so. Leads me to believe they were bluffing. Quality lowering is necessary by the way to prevent lag. I use a lot of mask :P
As for deaths, I just wanted to do a simple concept. I didn't want to go for more then I could handle. But I also wanted it to just be like the old days. I mean remember sonic? He would fall on spikes and get killed by enemies, but he would always have the same death, just falling up and then down, like mario.
Thank you for the review

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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