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Kwing

738 Game Reviews

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Funny, but I think this came about six years too late. It has a certain spontaneity and Newgrounds-ness to it, and yet I feel like it's an inferior Club the Seal. Might have been nice to have some choices, otherwise this is more like a click-to-advance movie.

Fun. I like the cartoony style and music. The game is also short, which is a plus. I thought the puzzles were clever and the exploration aspect was neat too. What I didn't like was the nail hunt - after I'd figured everything out, having to find 8 nails really, really annoyed me, especially with all of those screws laying around.

Decent. This is very well polished and pleasant to look at but the gameplay had so many things that threw me off. First is the lack of variety with enemies - most you could reflect straight up to defeat. Many of the ones that sidled side to side were too easy to defeat as well; the balls I just reflected slowly, and they literally walked into the reflected bullets. The normal enemies that turned simply vanished and were no longer a threat after they turned sideways.

By far the most annoying thing about the game is that I could never really get used to how far up the map I could travel. Frequently my shots were sabotaged because of that damned limit. Please just draw a line over it or something. The game as a whole is too long and too easy - I didn't get a game over once, and I never even figured out how to use the bomb or the 'special' mode. However, the levels were frequently too long and monotonous.

Overall it's a very pretty game. The menu and game look very well done and the effects are nice too. It's just too bad that the game isn't challenging or as fresh as it was meant to be.

Very, very dull. I never understood the Evidence thing, and the game seemed satisfied giving me a win after simply shooting my target, although I did nail a guy with a coconut early on in the game. Overall the graphics and animation are unimpressive and the game is just unpolished and unappealing as a whole.

I did really enjoy the humor, although it got old about halfway through the game and I found the humor simply lost my interest.

This is pretty impressive. I like that each individual puzzle isn't that hard, preventing you from getting stuck. Although a few puzzles took me a while, none of them required me to use a hint. You can also count on each level being different, too.

The issue here comes with presentation, and it's an issue I struggled with when I was 13 as well - Though the buttons are nice, the placement could stand to be a little more even. The giant walls of text are functional but not aesthetic; Breaking up every few lines with an image - even a poorly drawn one, such was the case with your concept art - really helps make the game appear more polished. I feel like you also could have chosen more fitting music. Most tracks fit the context, but they didn't fit each other, which harmed the overall mood of the game as a whole.

By my third try, I did manage to beat the game in 188 seconds with 125 clicks, but honestly that little bit for the final achievement just wasn't motivating enough. The concept art and jokes were amusing but again unpolished.

Not sure what to say, I feel like this couldn't have been much better for what it was, but it's groundbreaking.

Yeah, yeah, the game is satire. We get it. But is it good? The minigames that make up the bulk of the game are repetitive, dull, and frustrating. There's no clear objective. The whole 'people saying things behind your back' game mechanic was cool but got old fast. There's just nothing entertaining or funny here. Graphics and sound are both uninspired.

PsychoPop responds:

"Yeah, yeah, the game is satire. We get it."

Speak for yourself. Plenty of reviews indicate that people didn't get it.

I give your review 5 stars out of 5 because you are in the "in crowd" of people who get it.

Wink.

Very nice. Gameplay is overall satisfying and looting is especially fun. Graphics and sounds are incredible especially for how long ago this was made. Doesn't seem like there's much difference between classes though.

Anyway my main issue with this game is the gameplay. So many of the battles are the exact same thing - Cold Blood then Pyroblast. Then later you use Frost Nova before that. Later on I did have to mix it up with Adrenaline (usually Frost Nova, Adrenaline, Renew, Frost Nova, Cold Blood, Pyroblast). However most battles are still terribly similar and it makes the game worse off because of it. The amount of time it takes to level up after 15 and the lack of reward is also terrible. Side quests are also a bit straightforward, just a boss rush. Ultimately I got stuck on Helm and Hakkar the Soulflayer at level 16, and the grinding aspect turned me off to going farther.

Fun, funny, but it's missing something. I like the graphics and animation, it's presented very well. The issue is more the gameplay - I like that you run around and 'collect' damage until you die, but I find it kind of odd that it's sometimes hard to chase down someone you're trying to talk to, and some people just don't talk to you. Combining items is cool but I found it unnecessary. Ultimately I beat the game by peeing on electrical appliances on another floor, and it took about 2/3 of my health. I feel like this game could have had more variety, and though I know I used a boring method to kill myself, if there wasn't such a tight time limit, perhaps I would have been encouraged to try other things.

These kinds of games always give me a headache. I like the Sudoku inspiration here but it's a little daunting having over 500 levels. Judging by the medals and what I've seen from the puzzles, beating all of them is not terribly important; they just add variety and play time to this game. It would be totally possible for this game to choose levels randomly - this would also eliminate the problem with players just guessing and redoing levels.

The exp and money system is also stupid. This is a puzzle game, I don't want to manage currency that barely does anything except change the game's visuals.

One thing I considered that would have been really cool is if there was a grid of several 10x10 puzzles arranged to make a larger, less pixelated puzzle. You could solve a big pixelated part, then solve individual sections in-depth to reveal a very clear image. You could also probably find a way to do this with colors; there's no reason to stop with half-baked pixel art.

Overall fun but way too long. Plus, players that are really good should be able to delve into Normal and Hard difficulty levels sooner.

tamaii responds:

Your idea is really great! I'll think about it.
And also i got your point. I guess i should think about normal and hard puzzle unlock scheme.
Thank you for playing

Addicting, for what it is. The concept/graphics/music are a little too repetitive and simple for my taste, but the actual shooting element does have a charm to it, especially when you get powerups. In my opinion there need to be more enemies and more attack patterns. The levels could also stand to be a little shorter since they're so repetitive as it stands now. I wish I understood how the powerup system worked too - there didn't seem to be a countdown or any explanation as to why my split lasers were disappearing.

glitchs2d responds:

Yea if I ever make a sequel there will be a lot of mechanics to the game that will improve. My game programming has improved dramatically since then, but I have yet to actually start working on part 2 of this game. Maybe once I get some free time. But your meter on the right side is what affects your lasers (except when you have the beam laser). It was a combo system that I made that would encourage players to kill all the enemies in order to keep their laser going. Thanks for playing.

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

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