Age/Gender: n/a, Male
Location: Lawng Goiland NY
Job: Programmer
"I'm sure they'll listen to Reason." -- Snow Crash by Neal Stephenson
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Whistle Status: Normal
Exp. Points: 10,080 / 10,670
Exp. Rank #: 1,204
Voting Pow.: 7.21 votes
BBS Posts: 80 (0.04 per day)
Flash Reviews: 237
Music Reviews: 1
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All Flash Reviews
237 Reviews | 59 w/ Responses
Good stuff! Your artwork was amusing, and just detailed enough (in a cartoony way) to be really cool. It seems a little bit of an odd choice to have a Flash animation consisting of photographs of index cards...but I guess if you're going to draw on index cards, this is the easiest way to make an animation out of it.
The plot...Well, I gotta be honest with you, just hearing the name "Stache Grow" I could basically predict the entire thing. But hey, that doesn't really matter, because even it was a bit predictable it was still well executed and funny!
My favorite part was the logo smacking the guy out of the way. ;) A close second is "foaming at the eyes". Ewwww!
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Ah, MK2, that takes me back...
What's interesting about this animation is that all the fatalities use pre-existing animations. I bet they would have been very simple to program into the actual game.
I'm not sure if that's a good or a bad thing. On the one hand, it'd be neat to have more fatalities for each character. On the other hand, you could have been a *little* more creative than just "Character does their special move, opponent explodes".
Still, it was a neat animation, good job. ;)
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You obviously put a lot of work into it, but I ended up not liking it. The bit about the screen shaking and the paddle getting pushed downward...it was an interesting effect, but it made it feel like the game was a STRUGGLE. Like you were struggling to hang on and keep pounding this ball upward. I ended up feeling exhausted after playing. That's not really how I want to feel after playing a cute little Flash game.
The other thing is that the ball's direction seemed completely random. On the fourth level I got stuck, the ball would just go in the same path into an empty corner and then down, almost straight up and down. The path never changed. I stopped touching any keys and it looked like it would go on forever. I suppose I could have let the ball fall so as to reset the level, but I was bored at that point. So, you might want to look into that bug.
Author's Response:
I'm sorry you didn't like it. I always thought of the cuteness and the fact that you had to struggle made it cuter.
I admit the physics are a little odd, this game started out as an experiment and I never really got it perfect (hence why I gave up on it originally). I'm not really sure how to improve it at this point though (I'd basically have to overhaul the whole game) and everyone else seems to be handling it.
Thanks for the review though. The physics thing I've already gotten a lot better at. But I'll keep in mind your suggestions for the cuteness of the game when I work on future projects.
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First, the loading screen said "Cowards will not be tolerated", which I found pretty offensive; I almost closed it down right then. Then it was asking me to login, but there wasn't any username or password listed. I mean, obviously a stupid little Flash game isn't going to make me "create a user", so there has to be a username and password...but I couldn't find it in the description of the game and there wasn't any help file in evidence.
Anyway, according to the reviews from people who somehow got the game to work, despite the cool-sound story it's actually about "Russian Roulette", which is lame anyway...so, no big loss, I guess.
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Sure, I can shoot like twice a second, but only about 5% of the shots actually hit the target. With the way you have it set up, basically what the player has to do is draw a line from the tank to the target...WHILE the tank is moving, so you actually have to draw a line from where the tank WILL be to the target, WHILE you're moving around and dodging bullets. You can't draw the line all the way from the tank to the target, because that takes too much time; you can't stay close, because then you get shot; and if you just try drawing the line near the target, well, it's too hard to judge. Basically it's too hard.
Author's Response:
L2R, thank you for your feedback. Notice when you first click, a yellow marker shows up? well you are actually aiming relative to this yellow marker, and not the tank. This means you can click anywhere on the screen and drag in the direction you want to shoot. You don't have to drag that far as well to get a maximum shot. I do hope you give it one more go.
After a while you can almost just look at the tank, and aim with its cannon. Without the need to see the yellow marker.
Once again thank you for the feedback.
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It looked like it was bugged or something; I waited for the game to start so I could start moving blocks, but blocks kept appearing, and then suddenly it ended. I tried it a couple more times but I just couldn't get it to work.
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I liked this, a good idea (yay Metal Storm!) and implemented well. It's not immediately obvious that you can use the mouse to do stuff...I didn't see that mentioned in the help, but it was mentioned in the in-game tutorial, but I guess it's okay. There were just two things that bothered me.
1) The controls change when gravity changes. If gravity is left, then suddenly left is jump. It's hard to wrap your mind around. We're much more used to playing games where the controls stay the same but the direction of play changes.
2) Why can't you change gravity in midair? That was one of the really cool features of Metal Storm.
Anyway, good job!
Author's Response:
If you changed in mid air you would be able to fly..
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I've never seen this type of puzzle before, a three-dimensional sliding block puzzle. I like two-dimensional ones, so I had fun with this. The program was very well done. I especially like how you generated the puzzle by sliding, so as not to get any impossible situations! There were only two minor issues I had: 1) It was hard sometimes to see the "in-between" colors to make sure you knew which piece went where. 2) The arrows seemed like they didn't always spin the cube the way I wnated. And you technically need another pair of arrows, for a third degree of freedom. But that was just a minor inconvenience more than anythign else. All in all, great job!
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I was amused and I haven't even played SSBB. Mario should say 'Excuse me, Princess!' much more often.
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I liked this game, for the most part. I liked the old school Omega Race-ish graphics. The fact that everything left a sort of "aura" behind made for a really neat effect, and since the enemies were color-coded, they each had their own 'atmosphere' that they created. So, well done there.
However, I thought it was a little too easy. I played to 415,000-something, never lost a life, never used a bomb. Then I decided to quit because I was seeing the same stuff over and over again. The only part that was really hard was the indestrucible cyan balls. It did get a bit boring after a while. (And why did it take so long for me to see the groups-of-squares? They weren't even that hard.)
Incidentally, why did I only have 1 bomb? If I had tried my bomb out, then I wouldn't have had any bombs through all those levels. Seems kind of pointless.
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