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Kwing

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Seeing the date on this thing makes me realize what a shame it is that JR3 wasn't funded. The art and animation are outstanding, the style is unique, and the gameplay is fucking hard as hell (maybe too hard?) I think this installment was a little lighter on humor than the previous game, but that doesn't change the fact that there is some serious talent here. Minor points off because the puzzle element ends up dominating the experience compared to the amount of dialogue, although I really like how fleshed out the ending sequence is. Wow!

For what it is, it's not bad. The drawings are simplistic but the gameplay functions fairly smoothly, my main complaint is just that it's hard to determine when or why you're taking damage.

Aside from being able to manipulate the game by timing your clicks, there's really nothing different about this game. I don't feel like this singular idea merits an entire game. It looks cute but ultimately the rolling just becomes a slightly controllable gimmick that slows down the pace of the game considerably. It's also weird how you don't roll for all of the attacks made against you. Anyway, the idea is cute but it just doesn't feel that interesting to me. I was expecting a game with the protagonist being an NPC and the player, being the RNG, decided whether or not to help them. Oh well.

PestoForce responds:

I like your idea for what you were expecting, you should make that game!

You offer absolutely nothing new to the portal by having made this. Everything from the gameplay to the graphics are completely devoid of content. This is thoroughly boring and uninspired.

JackAstral responds:

By content do you mean depth? Also, thanks for trying it out anyway- sorry you feel that way

I really love the music for this but is there a reason an otherwise harmless game is pushing nightmare fuel out of my speakers?

Anyway, this game isn't bad. I like that hitting knives doesn't really do anything except stop your upward momentum, which means it's really helpful to hit them if you're already on your way down. The launch pad kind of pisses me off since it's hard to predict how long it's going to be off-screen especially when paying attention to everything else. Most of all I think it's somewhat unfair because of the random falling patterns - after a dozen serious attempts I still can't beat my 2nd attempt which got me up to 500 points, and I don't think I'm getting worse at the game.

EggysGames responds:

Oh wise kwing

Good but extremely frustrating at times. As others have said it can be hard to figure out what you can click on and what you can't - a different cursor would help, and I wouldn't mind the option to go back or look at different views being highlighted rather than just clicking near the edges of the screen which left me very frustrated at times. A single word change would also have made this much easier... The 'instrument panel' you refer to is called a DASHBOARD.

Afro-Ninja responds:

Yes but it is more specifically the section that contains the gauges ;)

It's funny but also threadbare. As others have said, there should be events that trigger the sounds, but to me the biggest issue is how uninspired the game is. All you have are bumpers and drop targets, and the side drains don't even function (why put a graphic representation of them there?) Making tables this basic kills the nostalgia people should have for real pinball tables that displayed awesome ingenuity and variety. On top of that the physics are pretty bad, if only because the flippers are so damned slow to respond. They should extend outward almost instantaneously. It's way too easy to lose the ball because of this horrible oversight.

I just beat the game and I still have no idea what the rules are. The first 20 or so I solved simply by counting up in binary. The rest I was able to monkey with and make educated guesses. The binary system is neat, but it damages the replay value of this game tremendously.

GooDMage responds:

xD
Oh... i try to make second part more harder for you :)
Thanks!

I don't want to write too much here seeing as the game only has one major issue. The ghosts you work with are just too damned stupid. It would be nice if you could control multiple ghosts at once, or if you could alternate between them, do something to alter the AI, or even control it like a real-time strategy where you could order a ghost to stake out a certain point and wait for you. As it is, too much of the game is simply outside of the player's control.

Once upon a time, water taught itself how to feel pain.

Age 30, Male

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