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Kwing

Age/Gender: n/a, Male
Location: Cornr of Walk & Dont Walk
Job: Student/Flash Artist

Read a book; learn to spell/If you can't do that, go to hell!

Newgrounds Stats

Sign-Up Date:
7/24/07

Level: 25
Aura: Dark

Rank: Police Lieutenant
Blams: 315
Saves: 1,254
Rank #: 4,502

Exp. Points: 6,490 / 6,940
Exp. Rank #: 2,732
Voting Pow.: 6.64 votes

BBS Posts: 2,062 (2.32 per day)
Flash Reviews: 533
Music Reviews: 159
Trophies: 1
Stickers: 0

All Flash Reviews

533 Reviews | 81 w/ Responses

Page: [ 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 93154 ]


Score: 9
Inculcation

"Started Out Great"

submission: Inculcation
date: December 6, 2009

Graphics are amazing. Great proportion, great realistic art style, but my favorite part about them was the lighting. It was very intricate and really set the mood nicely.

Sounds were good too. Good quality, definitely spooky.

The gameplay was good but it was a little obscure and abstract. You could only blow up a plastic bag in one spot, and the answers to some things are in odd places with little reason. Since the player's on drugs it makes more sense, but it seems like the story fits the gameplay instead of the gameplay fitting the story. Also, it could have been better if you randomized the codes and the displays, like displaying random numbers that corresponded with random answers. It would have made walkthroughs harder to exploit the game. The crap in the hallways that appeared and vanished made no sense, either. Also, I didn't like the learning curve. First try, F, second try, S. Is it really supposed to be that rigid?

The rest of it was damn stylish, though. You played on the horror element of keeping the player ignorant, which made it scary as hell. You couldn't tell if they were aliens or if it was some conspiracy or zombies or what. I actually thought it was zombies until I saw the windows bricked up. Damn scary, though. By the time you get to the point where you can kill yourself with a collapsing ceiling, it loses a little of its edge. It's just unrealistic, and weird that you find clock hands lying around in random places. The entire game reminded me of Reverb fused with a generic point-and-click. It needed more, like the lock-picking minigame and stuff like that. The game is too spontaneous.

As for the epilogue, I thought it was rather cliche. Most of the people in the US are already so ignorant we probably don't need drugs to be brainwashed into killing people. Look at the school shootings and stuff; it happens every week. While it's interesting that the player is on drugs, and it wasn't what I was expecting, it might have been better if there were no explanation. It would be unsatisfying but at least you couldn't ruin anything. It was decent, I guess, but definitely not as good as the rest of it.

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Score: 10
Microcosm

"Nice!"

submission: Microcosm
date: November 30, 2009

Graphics were simple, but that was the point. The sound was okay, but nothing too spectacular. The storyline was pretty interesting... It wasn't much of a mindfuck, but it was still interesting. The only thing I didn't really like was the whole Matrix ripoff.

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Score: 10
Tank in action

"Great"

submission: Tank in action
date: November 30, 2009

The graphics were mediocre, but I already experienced some lag in some places so I won't stress that. The music was kind of stupid; it got old after a while and the sound effects were a little minimalist.

The gameplay was badass, though. I loved the diversity of balancing like biking games, the sniper part where you would sometimes hit people out of windows, and when you shot your obstacles, too. It was like Brainsplatters mixed with Sift Heads mixed with Monster Truck Curfew.

However, it would have been nice if you got checkpoints, since the levels ended up being kind of long, and since I only got to level 9 I bet that the later ones take ages to beat.

It also might have been nice if there was some kind of minigame or side-thing you could do for fun, as the whole concept got a little old after a while.

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Score: 10
Moovlin PC Demo V2

"Awesome!"

submission: Moovlin PC Demo V2
date: November 30, 2009

Alright, consider everything I haven't talked about in this review to be perfect.
1. The storyline and music were a tad cliche, but cliches have to come from somewhere.
2. There were a few issues with acceleration while crouching.
3. The enemy's bar should have faded so you knew how much time you had to attack.
4. If you hold run and pause, then unpause, he slides.
5. The flips still had a bit of a delay when you were on the ground.
6. Boost power doesn't decrease if you stop.
7. Moovlin's graphics are a little iffy. It's good, but you need a way to make his expressions look better. Just using lines doesn't cut it. You just need to redo his face.
8. It's still too strict with the leaderboard.
9. The street level is too misleading.
10. The boss battle was too methodical.
11. Mooviball's acceleration was whack.
12. I could fall off a platform as Mooviball and die before hitting a platform below.
13. Sunshine Plains' flower was way too hard to jump on.
14. Moovlin was too fast in the Plains.
15. The background is sometimes black. Make a background for those instances.
16. The subquests seemed to lag a lot.
17. The subquests didn't have cutscenes or anything.
18. Moovlin had so much health that the only threat was falling off the map. You should make either a health bonus after level completion or give him less health so enemies are dangerous. They did delay you for a bit, though.
19. If you pause and exit the battle with Truff, nothing mutes.
20. Needs more Mooviball levels!! Try doing loop the loops and stuff, speed boosts, and rad jumps.

Good demo, but fix stuff.

November 30, 2009

Author's Response:

1. Evil politician that is hell bent on taking over the world, and two robot recruits from a federation that try to stop him. That sounds exactly like... wait... nothing.
2. Didn't find anything wrong with that.
3. I will fix that, THANKS.
4. Oh wow, just noticed that. Will fix, THANKS.
5. I can make the delay shorter, but there still has to be some or else it is not realistic.
6. Since there is no boost power access in the demo, you're wrong on this. It decreases when you use the Boost.
7. Yeah, yeah. I can't change it now, since the cutscene faces aren't just one MC. It's cartoony, but you get the point, right?
8. Improving the jump feedback will probably stop alot of people from dying prematurely. I will get onto that, but the system will stay. Only people with skill should have access to the leaderboards....THANKS
9. I'll clear up the signs, THANKS.
10. Each boss is different, the battle lasts a max of 2 minutes so it shouldn't be a bother. I will improve graphics on it though...
11. No it isn't...
12. Hittest error, will fix. THANKS.
13. Might make it bigger, dumb floaty mechanics... THANKS.
14. You noticed it, eh? The cutscene after (not in demo) will explain why.
15. I'll make a nice background for the save states and death screen. THANKS.
16. Will optimize....
17. They aren't supposed to, since they don't have anything to do with the advancement of the story.
18. I'll make a health bonus. Don't worry, the next couple of levels require you to stop running and time everything, I'll dose them in obstacles...THANKS.
19. I can't fix that glitch, I dunno. 3 Audio tracks run in one frame and the mute won't work... I'll see what I can do, but if I can't fix it quick I won't bother. The player can make an exception...
20. Yup, there will be about 4 in the full game. Maybe more... My engine isn't good enough to support loops, but I was thinking of speed boost and maybe some anti-gravity, I dunno. It's all relative.... THANKS

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Score: 10
I'll Sue Ya!

"Great!"

submission: I'll Sue Ya!
date: November 20, 2009

Funny and animated very well. I didn't know you were the same guy who also did Star Wars Gangsta Rap!!

This is great, and I'd say you have an awesome career ahead of you!

Only problem is the video quality was iffy and the sound was a little quiet... But that's not your fault since this is a Flash adaption.

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Score: 10
Madness Combat 5.5

"Very Good!"

submission: Madness Combat 5.5
date: November 19, 2009

Better than your previous ones because it's got more melee fighting in it. The action could have been a bit quicker though... I'd have much preferred it if it had twice the minions or something... There wasn't enough carnage going on, or even combos for that matter. The music was also kind of sub-par, no offense to Cheshyre. It got kind of repetitive and was too ambient. It was a bit short, but 7000 frames is probably good enough...

However, the animation was extremely good, especially the easing. The trajectory of this series is going in a pretty good direction.

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Score: 10
The Facebook Problem

"SHIZZLE!"

date: November 14, 2009

To be honest I've never been on Facebook, nor do I have an account, so I'm sure I'm missing out on a lot of it. Still, this is great. The graphics are really good, although the animation could have been a LIIITLE bit better.

The concept was pretty good. By far the best part was the music paired with the Facebook page. It's kind of weird saying it, but the realistic interface of the screen somehow made it more realistic and therefore funnier.

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Score: 6
Seven's Second Adventure

"Extremely Boring"

date: November 14, 2009

This is basically a bad version of Smithy's Quest by Eggy.

Graphics: The style is kind of neat, but the coloring is off. You can see really neat pixel art in things like Final Fantasy Tactics, but you just don't see it here. But I will congratulate the artist on making so MUCH of it. The map is really, really big. Some of the graphics were just minimalist though.

Gameplay: Extremely boring. It took me about 30 minutes to beat (timed by listening to an album with better music than that of the game's provisions), and I felt so unfulfilled afterward. You included a lot of references to Newgrounds users, which is probably what all the hype is about, but this is really nothing special. There's no time limit, nothing that really requires skill, it's just walking back and forth across a long-ass map a couple dozen times. It would have been nice if there was a minigame or something, just to pass the time. The scripting, although functional, was pretty simplistic as well.

The references to other users was neat and ebbed away some of the original boredom, but it couldn't salvage repetitive gameplay and mediocre graphics. Sorry.

November 14, 2009

Author's Response:

ok, cool

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Score: 8
Grumatorium

"Cool"

submission: Grumatorium
date: November 1, 2009

I liked it, but it didn't really make much sense. Basically it looked like faux-cel-shaded Castle. The animation was kind of amateur, but that can slide because the cel-shading effects were pretty sweet. Seemed like your run-of-the-mill cliche monster flick to me, maybe there's something I didn't get.

Good job, though, and long considering the tedious animation process.

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Score: 10
PI 2

"Fun"

submission: PI 2
date: October 28, 2009

Graphics: Great, the simple free transform stuff was good despite its simplicity. Colors were nice on the eyes, and it stayed interesting. The only thing that bothered me was when you would make a 2 out of 2's or something, which made the sequencing occasionally hard to follow. I've already memorized 64 digits and I'd like to memorize more... Which this song obviously wasn't meant to help with.

Sound: Pretty good, the only thing that was a little weird is how the theme of it gradually changed throughout the animation... If you replay it just from hearing the end you can hear it just goes insane from beginning to end. Not sure if that's good or bad, though.

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