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259 Game Reviews w/ Response

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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

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

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

Too much text

Sorry, but I got bored by the lack of practical applications for this piece - you don't show people how it's done, merely write them an essay on how to do it, which only teaches the most hardcore of nerds how to do what you did. I think that with the way that the piece is set out, it needs a revamp to get it working properly.

Start with the basics - proper buttons, as opposed to having to click on the letters, which move away when you mouse over them. As they all stand, you've got a good standing with the way that the setup of the menus etc, but getting some buttons sorted would be a great asset.

When it comes to the tutorial itself, go into depth, but remember that pictures can speak louder than words. You might have to have more frames for the piece overall, but you will get the points across with a much better rate of completion, where people actually use the tutorial and it works.

A mute button would also be nice, since the music did get a little on my nerves.

[Review Request Club]

Kwing responds:

Come to think of it, adding pieces of the engine to the tutorial bit by bit may have helped. Anybody following the tutorial can do that themselves for the most part, though.

Yes, the music sucks doesn't it?

It feels... wrong

I'm not sure that this game feels entirely correct - the user interface isn't really as good as it could be - pressing the arrow keys to get into a building cost me some attribute points while I was just trying to move, as opposed to doing anything useful for my character.

On the main map, it looks really silly, with the way that the character moves really slowly. It it so time consuming for this to move across the screen, that I just get bored with the gameplay. I think that some sort of back story is required to take this piece further than you have at present, giving the player some sort of purpose. Even Frank's Adventure had a purpose in gaining hentai for progressing through the story, so there is a precedent for taking your piece further.

Put a little more effort in and get yourself a story to fit this around and you'll be onto a winner.

[Review Request Club]

Kwing responds:

The arrow keys control parts inside the building so that when you're on your PSP you can use those as shortcuts instead of moving the PSP's incredibly slow cursor. I was careful to keep any mixups from happening by not using the right arrow key as a shortcut when you go to work, not using the up arrow key as a shortcut when you go to your house or the university, etc. I designed it for ease of access and tried to prevent people from accidentally doing something they didn't intend on doing with the shortcuts.

Seriously, there are running shoes in the store. I've already told this to one other reviewer. On top of that, there are clickable shortcuts in the bottom right corner if it's too slow for you. Using the arrow keys is really better for the PSP, while clicking the shortcuts is more convenient if you're using a computer.

As a remake for the original Stick RPG, my intention was to make the storyline bland. I made the traditional "save the princess" gig with Story Mode because I wanted it to retain the blandness... Which I spiced up by adding racy humor in between levels.

I see what you're getting at with this review, but your complaints don't hold much bearing in the context of what this game was supposed to be, and the style it was done in.

Hmm... good, but some issues

I think that you've made a decent stab at this game - the question about a certain city with lots of canals in question 23 wouldn't accept. I've been on Wiki and double checked the spelling - I'm not sure how you spelled it, but I couldn't get past this one.

Still, that aside, you might need a little writing assistance with the clues - that city for example doesn't start A___M, it starts with an A ;)

With these small issues in mind, it doesn't really take away from the enjoyment of the game, but the terminal issue did stop me from progressing, which was a little disappointing.

[Review Request Club]

EventHorizon responds:

you're right, something was disappointing, however thanks for your vote and review!!

Concise

A good little guide, showing people that there is more to Newgrounds Medals that truly meets the eye. I particularly liked the tutorial which discussed a little about how to make the medals - it I were a game developer, I'd now understand how these things were put together.

The interface is pretty good, but I still think that you need to get yourself some more features here. I know that it's going on about how the current game of the moment has Medals, but even though we're less than a full month from the flash, that seems dated, with newer flash having superseded it. Perhaps other features would distract from this?

[Review Request Club]

EventHorizon responds:

thanks for the review!!

Addictive fun

A basic, but quite enthralling game, where it seems quite easy to get everything put together at the start, but it gradually gets more difficult. I liked the point scoring bubbles that you can pick up along the way to push your score up.

I think that there is something really missing here - a tutorial or level key, telling us what will get us points and what will kill - I found myself dodging the point scoring bubble on the first run through, as I couldn't read that it said "500" on it, due to the size. When I'd caught a 1000 point bubble, which was larger, I found out the true nature, since I decided to chance it. A little more information would help here.

Perhaps you could use some powerups for the game, ones that allow you to kill bubbles for points for a short period, additional lives, or shields. Finally, a scoreboard would be a nice addition to this, since the game is based on getting a score as high as possible.

I liked the music selection, though with this sort of game and my style of play, the mute button seemed the better option for me.

[Review Request Club]

TheSongSalad responds:

Thanks for the review man, I really appreciate it. You make some good suggestions.

An enjoyable romp

Well, this certainly does lead off where Pyroscape finishes. I think that the way that the two plots meshed together were pretty good, in spite of the fact that you're now in a different building, but all of the furniture is the same. Perhaps you needed to find a friend's room and grab some photos of it, before letting them get back to sleep.

With the way that the playability of the game works, it is pretty good, though you could change the instruction for part 4 of the sequence to "Press Left" to deal with the programming issue, for example.

I think that there is certainly room for improvement in the Final Fantasy style battle scene, with the way that the fire does nothing to you and it's a pretty linear way to get the medals, the only real enjoyment on that scale is getting the secret medals, one of which I still haven't discovered... yet.

[Review Request Club]

Fro responds:

Yeah, even if we fix the errors it takes months at a time for an admin to accept them. We actually fixed things in Pyroscape 1 a long time ago, but yet no change has occurred.

Anyway, all of those things that you are talking about I told Mono to do. He was just lazy about it and half-assed it. ;)

Last medal is around the boss fight though so try it again. You'll find it I'm sure.

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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