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Coop

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Good fun, but...

Well animated, good for a quick laugh, but with limited addictive qualities, this is a decent effort. It's fun, by all means, but I just don't think I could keep coming back for more.

I love the style that Stamper has been drawn with and the way that he jumps like a prima dona ballerina in all her glory. Such sweetness.

The main issue I have is that you've got your compass directions mixed up. If you have a traditional set of compass points, North at the top and South at the bottom, left should be West and Right East. Your medal settings have East as Left and West as Right. A simple mistake, but a very crucial one, I feel.

[Review Request Club]

Kevin responds:

Annnnnd, I just noticed that, :/

Quite ungamely

I think that you need to work on the mechanics of this game as it's not quite right - try sorting out the sounds, which for me, whenever I hit an opponent, the sound seems to play a few times over in very quick succession. These sort of things make the game flow a little less well and distract from the story line.

Sometimes, the controls are a little unresponsive - I fell down a hole and was jumped by a wolf, but couldn't get the controls to react as I had expected them to. I'm sure with practice, these things will iron themselves out.

I'd suggest that you introduce the game with some sort of animation to get the gamer into it and as you progress, get a few other bits and pieces added that develop the plot a little more.

[Review Request Club]

It has potential

I think that this sort of game shows that you've got potential - the drawing needs some work on, but considering that this looks like it's been drawn with a mouse, you've got your back against the wall in order to get it all sorted to start with. Try zooming in and using a slightly smaller tool to get the best impression when you draw. As you zoom out afterwards, the overall impression will look so much more pleasing.

The controls aren't exactly that bad - I love the way that the ship keeps moving in the same direction, which represents the lack of friction to slow the ship down. It's either a well planned piece or a beautiful fluke.

If you put in some sort of "how to play" section in a main menu, you'd have a decent game that has the tools that you need to get people enjoying it. The music is a nice touch, but I'd suggest that you default it to on, with the mute button

Lovely game

I love the way that this game has been set out - the way that you've got to get yourself all the way across the country in order to win big. It sounds kind of like the 1980s film "Brewster's Millions" the idea was to get the main character to appreciate the value of money, much like the hobo has to do, but in the complete polar opposite fashion. The message is the same - learn to appreciate the privileged life that we lead.

The graphics are great and so are the mini games that you've given. With the hitch hiking, I'm sure that you'd have been better off if you'd have given us some variation, like the addition of something like an occasional conversation window for hitch hiking, as it can get quite boring as you head from city to city hitch-hiking constantly.

A well worked plot, nice sounds and a good addictive quality to the game. The only other way that I could really think to improve it would be the addition of the Newgrounds Medals protocol to it, possibly ones for reaching each city, plus something for achievements in the mini games. Simple and effective.

[Review Request Club]

finefin responds:

thank you for this detailed review!
I hope there will be an update/sequel soon!
(it kind of depends on the sopnor's resources)

Not bad

A shame that the controls let the game down for me - you've got a great plot and some well defined characters within, but for me, the whole development of the controls seems to be a little jerky and there's some lag with the responses if you're trying to pull off some combos, so there's something for you to work on.

Still, the graphics are great and I particularly like it when you kill something and they disintegrate into smoke - have you been watching Movies like Blade for your inspiration at all? I think that you can certainly take this further and I look forward to your future submissions.

[Review Request Club]

Addictive fun

A nice little game, that certainly has a highly addictive quality to it . I think that you could allow a few more seconds for the levels, but it has quite a big scope for being played for a long time. I'd only got to the 5th level and I was posting the 4th highest score, so I've not been doing too bad.

The graphics are neat and the music seems like a good choice - pushing the player to speed up their movement,s as it seems that it's indicating the time is running out.

Perhaps special tokens would be useful in this game - pick them up if you want, but you'll lose your sequence of perfect towers for combining them with a tower of over 3 tokens to activate them, for instance?

[Review Request Club]

Interesting

Thought the gameplay interface could use a few tweaks, this isn't exactly a bad game.

The help section takes so long to get through, I had time to get other bits and pieces on the site done, before it flicked through to the next page. You need some sort of continue button, and also one that shows the way the attackers will progress, so that you can plan your tactics accordingly from the word go.

Also, when I tried to build towers, I could only build the 'Shredder and Hammer towers. I had enough money to build the middle one, but for some reason, the other towers would only place sections of wall, so that looks like a bug.

Like I said, with a few tweaks, this could be a really neat game.

[Review Request Club]

A good start

But it needs work to make it into one of the best games out there. Good to see that you got the NG API working for this, so you've got the ability to get these things sorted:

1) Try zooming in a little more when you come to draw the images - you'll get better control with the mouse or tablet and it will mean that you get a massive boost to the look of the project overall. Perhaps use a smaller tool to draw with as well.

2) Try to make the path that the monsters take look a little more than just straight lines. If this is a fantasy setting, they probably haven't got things like lawn mowers to keep the grass verges tidy :P There was a track around the level that the monsters couldn't walk and as a result, I placed towers in the wrong places. Perhaps institute a grid system for placing things like towers. I'd look at Gemcraft for that, by the way.

3) Sound would always be a plus on this piece - from a little jingle on the main menu to the sounds of things getting destroyed by the towers themselves and even the towers firing.

4) Why not make the towers stationary and have a turret positioned on top of them? It would make the animation look a lot better, as it's how something mounted on a tower would fire, after all.

5) Where is the life counter for the level? I cannot see how much life I have and how the monsters getting through to me are affecting my chances of winning...

6) This is the advanced one - why not try instituting a level system? This was the main gripe in this game for me - it got a little easy after a while and I was levelling the towers up to keep up with the enemies, as they came along. If we got to the end of the level, it would certainly give me something else to focus on.

[Review Request Club]

Enjoyable challenge

Not a bad little puzzle game. Though it's not quite up in the league of the Impossible Quiz, it's certainly a good strategic nature that will take some working out.

I think that the layout is simple, but quite effective - giving the player a chance to experience the level for a very short time and then they suddenly have to deal with it or restart. I have to say that I did actually give up after getting to the first boss and repeatedly losing, because I can't find the correct button to press before the very short timer expires.

I think that the main issue there is that there isn't enough of a clue to get me through that level - I tried clicking the letters of "1st Boss", clicking the glass pane that floats around and even tried avoiding it, all to no avail. When you've tried it that many times, the whole game itself doesn't last longer than 15 seconds, which can get very boring after only a short time.

This game started off very well, but by the finish, the potential it had shown seems to have been wasted on that one level. Perhaps with a few tweaks, you can show the improved version to us and we can see that those later levels are worth the wait.

[Review Request Club]

Sparkwattclock responds:

thank you for the review :).
I'm sorry for the ending (i on accidently removed the button that beat it 0.0).
I will fix it in the next edition :D.

Thanks for the good review (at least you review fairly lol)

-cheers, sparkwatt

Great Physics

An interesting little game that reminds me of Luis' submission where you take the blocks away, rahter than add them in, but the principle is remarkably similar.

It's a very well defined exercise in lateral thinking and I can only see how this can be helpful if used to teach children spacial awareness and logic skills that would be more useful to them than knowing how to solve complex logarithms would ever be in real life.

But I digress.

The graphics are good and the music is surprisingly calming, even if you make a mistake, rather than an alarming sound, you've given a twinkle, as if to say 'Confucious, he say you have placed the block incorrectly.'

No wrong answers, per se, but a collection of right combinations that can work. Brilliant.

[Review Reuqest Club]

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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