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.
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.
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.
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.
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.
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.
Good, but a little easy. You can just mash the flippers and you'll pretty much never lose the ball, which isn't the best on the lower playing field but can get you to 100k points easily on the upper playing fields. There's also not enough variety in the shots - just a couple bumpers and some rollover targets (ducks.) At first I was expecting the playing fields to be infinite, with every direct shot through the top leading to a new field. That would have actually been pretty cool. As it is, this just feels gimmicky. Fun for the few minutes it lasts.
I have to agree with others, this needs polish. Experiment with different speeds, AI levels, and gimmicks like powerups to make this more interesting. Maybe music and some snazzy graphics.
Holy shit, it's almost nine years later and I'm only just remembering the game that took Newgrounds by storm. This is fucking gold. The dance moves are great. The background is great. The track selection is great. This has a certain spontaneity to it that makes one give props for creativity.
I'm a little disappointed that each background is meant to match a song, but only up until a point... After that, the backgrounds just seem out of place. If the backgrounds and songs were a 1:1 ratio it would have felt a lot more polished, just as it would have felt more polished to have the video shown on some kind of TV in the middle of the screen instead of gracelessly superimposing it over the background. (Another minor problem is that the camera seems to have changed positions for certain clips, interfering with smoothness, though this is fairly minor considering there are THIRTY-ONE clips. Holy shit.) I would have also liked some kind of motivation to play with it for longer. Suppose what you have now is a sandbox mode. What if there were a rhythm-based typing game that coincidentally triggered the dance moves as you played?
Once upon a time, water taught itself how to feel pain.
Age 30, Male
Software engineer /
United States
Joined on 7/24/07