Very authentic remake, I really like everything in here. The graphics and soundtrack are just perfect - very close replicas of the originals while still looking much better. Not much to criticize here, this is all-around great.
Very authentic remake, I really like everything in here. The graphics and soundtrack are just perfect - very close replicas of the originals while still looking much better. Not much to criticize here, this is all-around great.
I think the main reason I was curious about this game was because it had 'sex' in the name, yet was listed SFW. I wondered how the hell this would work, and... Ugh.
First off, the game is ugly. There is little if any aesthetic put into the menus, buttons, and graphics. I don't like that the entirety of the graphics are just ripped images, although I do think that games can do that and still be enjoyable. It's just that there isn't enough content that shows you're making the most out of existing artwork, rather the images become a crutch. The music loops are incredibly short, repetitive, and annoying.
Onto gameplay... Very repetitive, and I don't like that you have to go to the gym or lab to teach those subjects, it really isn't necessary. Having fewer required clicks for each action would have been nicer, especially if the buttons were in more predictable places and a bit more aesthetic than a long, narrow bar. What I really don't like is that you just keep all of the bars even, click options to make yourself a nice teacher, and then... That's it. The days advance, you can buy stuff, and occasionally you see new events, but nothing really advances the plot. The students don't come onto you, you can't come onto them. You can't seduce them, you can't get fired. You can't do anything except do the same thing until day 69 (which I didn't get to, even sleeping all day took too long in my opinion). The events are also too few (or maybe it's that the days are too many).
My suggestion is that you make your choices more transparent in what resources are balanced by what actions, cause multiple events to happen during each class session that you teach, and make the game shorter (tests every 5 days for 40 days - an eight week semester). With a system like that, you could keep the player more engaged in strategizing and rationing out resources, although it's lame that the teacher is expected to teach all students in all subjects... Lolwut?
The graphics are basic and a lot of the humor isn't funny, but you're spot-on with the sounds and the Martha Stewart gag had me roaring with laughter. Nice job man, this is basic but also iconic. Overall I would prefer having a few programs that actually worked (Paint, Word) as well as some websites to explore (like Windows Doors has) and moreover a more consistent system for layers (start menu isn't always on top.)
Oh hell. Graphics and sound feel as if they're making fun of me. I really didn't enjoy either. The gameplay is really interesting although I don't like that the buttons are control and spacebar. Lots of variety but the difficulty curve is kind of obnoxious - I can nail a really tough level and then sit through several easy ones. I'd prefer a more consistent difficulty curve, it would have made me more optimistic about getting all of the stars.
Interesting. I played a game very similar to this called Atomz. The main difference here is that there are objects you aren't supposed to hit, there are fewer objects, and projectiles don't stop when they hit an item. The graphics are basic and could use work but overall I found this to be more strategic than the other game. Ultimately the lack of graphics, sound, and overall presentation bring it down. I would like to know how far into the game I am, and if there are any bonuses I can get or any sort of reward other than another level.
Really, really, really fun! This far outshines any Flash game from this time period. The graphics are admittedly simple, but I like that you can shoot different body parts in addition to scoring kills, it makes things much more interesting and adds a bonus flair to it. There's also a bit of risk and reward with shooting the head first or the parts first. The music is damn good and you even include multiple tracks, all of which are decent for them being as short as they are.
There are really only three things that I feel may be a little lackluster. First is that the pattern is always the same. I did some quick research and it turns out that AS1 could generate random numbers. You could have made the patterns different. It would also have been possible to have more zombies come onto the screen at the same time, it really adds a sense of pressure that I didn't feel for most of the game. Finally, the graphics are majorly lacking. Darnell Plays With Fire is a perfect example of using imported graphics in a submission. You could have easily used a powerful drawing program to produce realistic-looking zombies and put them straight into the game. You might have been able to use photos, too, as some games do. In this context I think it would have worked out alright. Also, the animation should not just be a big 'bang' expanding outward; use frame by frame animation for shit's sake! Even the worst FBF animation looks better than a lazy tween. Example? The raindrops that shower on the trees in the first area look good for all of their simplicity.
This is really awesome though. Not like other junky Flash games.
A bit simplistic, but not bad. I like the puzzle element, but in the end it's just a little fetch quest. Some kind of randomization would be nice, also something that requires reflexes more than that one spinning red thing. The audio takes away more than it adds.
Wow, remember when Britney Spears was attractive? :o
I like the low budget thing going on here, it's hilariously bad. I wish the player had more options on what to say and a longer conversation because honestly that's one of the funnier parts of it. "Press face to screen" was hilarious. Ten years from now when little kids can design games with kits that look professional, no one will understand the beauty of these bullshit games.
Points off for the amount of looping done to the kissing sound effect and lack of presentation - did the text have to pop up on the guy's screen? It could have been centered at the bottom like normal subtitles.
Interesting collab, I think the theme allowed for a lot more variety than most collabs do. A few of them were tedious but most were interesting and genuinely funny. It would have been nice if the listing had been easier to navigate so I didn't end up re-watching an animation on accident. It would also have been nice to have a playhead on the bottom of the screen. That's not to say I was impatient during the animations, but since some were only a few seconds while others were longer, it would have helped me know what to expect while watching the different parts. Last bit is I wasn't able to get 21 to play.
Really cool collab though, better than most! Voice acting was also impressive - doesn't happen often in collabs but I'm glad it did!
Overall this just seems like a more frustrating version of PewDiePie Adventures, only you can't play as Stephano or Piggy, and you have no abilities.
Since you've taken down the old version of this game, I'll just paste my old review right here:
Damn, how did you get Pewds to play this on the day it came out?
Well, it appears that the two of us have something in common in that we've both made very difficult PewDiePie-themed Flash platformers.
As someone familiar who played Eggy's original Unfair Platformer before the rage genre exploded, and as a regular on Platform Racing, I figure I'm probably immune to a lot of the dificulty in this game. Even so, I still found the traffic light in the first level to be unpassable.
First off, I really like the graphics. They're goofy and colorful, although the ground is rather redundant and the background remains constant rather than panning over gradually. The intro is really well-done, although I think the animation could have been a bit better than Pewds' legs simply rotating back and forth. The music is also redundant but I really like it, especially the change when you enter the cloud chase scene.
Onto the gameplay, watching Pewds play this game gave me a prelude to its difficulty. I actually made it to the traffic light on my first try, believe it or not. The physics are a little clunky, seeing as the player character is fairly slow. The enemies are total bullshit even though I was able to outsmart them 90% of the time. The wonky physics are actually a greater cause for concern than the 'surprise!' deaths that most rage games are known for, which I think is interesting and also makes the game much more fair once you get used to it. The few gimmicks I did notice, such as the 'infinite' hallway, were clever.
The cloud chase is also interesting. The platform engine you're using makes it very hit and miss. Sometimes it's easy, sometimes it's hard. I've tried to figure out how to outsmart the traffic light and I've noticed a few things:
- The cloud vanishes just before the creature bits away the floor. This should give the player time to jump to the left, but I've also noticed it become out of sync with the dinosaur attacking BEFORE the cloud vanishes.
- In one playthrough, I noticed a little gray pattern replace one of the pieces of the floor right next to the cloud before it begins chasing you. I haven't gotten this phenomena to occur again, but I assume it may be a shortcut?
Had this game a bit more clear instruction, I'm sure I would be able to review more than just the first level. As-is, the trick to beating the first level is simply too ambiguous, and I think I've given a more than fair review of an unfair game.
Now that that's out of the way, I do want to congratulate you on the new intro, which looks nice as hell, though it is a little on the long side. I also figured out the trick to the traffic light but honestly it's probably close to 90 degrees in my room right now and it's making me too agitated to sit through enough of the game to beat it again.
That was a really nice and mature review. The best and most fair review i've got so far on my game. I have no idea how I managed to get Felix to play this game so fast. I had luck i guess and i think his fabulous dress made him want to play it a bit more :D
This was actually the first version i uploaded but i took it down because i wanted to change the title of the game. Then when i had uploaded the new version I saw that pewdiepie actually had played my game and had linked to my old game so noone could actually press and enter the game themselves so I deleted the new version and saw i could take back the old one so i did. So that's the story behind that :)
The traffic light is actually really simple, you just have to do exactly what the shroom-guy says. You have to wait for the circle of the traffic light to turn green and not jump when the text comes up and tells you to jump, you always have to remember, it's an unfair game :) The horse that appears if you jump before or do not jump at all, it has nothing to do with the bricks that dissapears under you. The cloud dissapears automaticly, just go to the very right and it will dissapear, the horse only shows up if you jump before the light turns green or if you decide to not jump at all. But if you jump when the light turns green, then the floor will dissapear.
I realised when the game had been out for a while that i should have made the first level easier, at least i know it now so won't do the same mistake again. The game was super unfair before it got realeased completely but i had some testers so they could help me out so it wouldn't be that unfair and impossible. Thanks for the review and everything :)
Once upon a time, water taught itself how to feel pain.
Age 30, Male
Software engineer /
United States
Joined on 7/24/07