00:00
00:00
Kwing

738 Game Reviews

176 w/ Responses

15 reviews are hidden due to your filters.

Interesting. I think the monotony of the game and the inevitability of how each day brings you closer is what really draws the player in. What I wasn't quite as charmed about was the incredibly slow pace of the game. I understand that the permanence of the player's decisions and the slow pacing are supposed to make the player's decisions sink in, but it also makes the game kind of boring. The music was the only thing that kept my interest as I continued to play.

Since I originally saw PewDiePie's Let's Play of this game, I admit my perspective of this game may be a little tainted since I already had seen one of the endings. I tried skipping work as much as possible and then going to work on the last day to see if I could work on the last day and fail (I did). Of course, since I don't really care about human or animal life on the planet, it's unsurprising that I took a more unconventional route through the game.

Ultimately I think this game is really neat, and has the same depth as a lot of these types of games. However, I skipped work twice and never got to see how the protagonist actually spent his time when he skipped it. I got my days mixed up and forgot to take Molly to the park on the penultimate day, but somehow I doubt I'd have seen much of a visual of them playing together if I had. The lack of a narrative in the decisions the player makes takes away from the gravity of the decisions you make.

Still, a good experimental game.

I gave up on the sixth to last level. I have to give it to you, this game is pretty damned good. Nice relaxing graphics and music, and the gameplay is brilliantly simple. I really like how there are three different types of gravity wells and how the smallest bit of timing can have huge effects on where your square goes. I also think it's cool how some parts of the track are reused, and how you can make a really simple level really long and complex based off of how the track works.

I was a little bit put off by the difficulty, yet I feel that the curve was done well. I simply ran out of patience before I beat the game. I also think it's funny how the yellow gravity well is so similar to my game Twins V2, although this is implemented much better, I will admit.

Overall I really, really like this game. However I feel it suffers from a little too much in the simplicity department, which is why levels like the one I quit on had to rely on just getting longer and longer to keep the game difficult. I was also a bit annoyed at how the spacebar is required to change the position of the box in the gravity wells. The game had been doing so well with the one-button control scheme... One of the best one-button games I'd ever played, next to a morse code game and The Impossible Game. Adding another button ruined the charm. Perhaps you could have shown the guide line without the mouse pressed, froze the player on a click, and swapped positions when the mouse was released?

Really great concept, but it needs a little more. Maybe optional paths, collectibles, or enemies.

rocky10529 responds:

thanks! and good advises! i'll keep working on it!

Surprisingly fun. The graphics were pretty plain, but I liked how simple everything was. Since the morse code was a little cumbersome, simplicity was what made the game as good as it was. However, the fact that grinding was made mandatory and the fact that the order in which you were 'supposed' to attack enemies was never clarified, the game became very annoying due to the fact that grinding got repetitive, and I never knew if I had done enough of it or not. Running away screwed me over way too many times, and I hated starting over from the beginning.

Finally, I would have much preferred if enemies had been given random letter IDs instead of number IDs, so the control scheme would have utilized ALL of the letters.

Wow, I'm really impressed. Took me a good 30 minutes to beat this on my first time around. I really like these puzzles! The graphics look nice and simple and the gameplay is surprisingly original, although the music gets annoying pretty quick.

What I really liked about this were the different kinds of skills you used when solving the puzzles. The fish one was nice and easy and allowed me to map out the blue fish first, and then the other two soon after. The chess one went by so damned fast it was a blind rush between watching the preview and looking at the pieces. Some, like the spiral, could be solved using conventional methods, while the poker one had me piecing together parts and later putting them together. The ladybugs were by far the hardest, since you could never tell which ladybug was which and because sometimes they even moved in the same direction... Took me an entire 7 minutes to beat that one.

Overall a really great game! As far as puzzles go, this was not nearly as boring as it could have been.

Decent soundboard. Funny clips. Not enough, though, plus a lot of the buttons are useless. People who are piecing together sentences won't need repeats; they'll just keep clicking. Not enough basic words like "Hi" or "No", so I don't see myself making any prank calls with this.

Sorry, but this is actually pretty boring. You're tossed into a situation with four characters who you don't know, and have to choose between saving them. Why should I know who to save? More importantly, why should I care? Christina and Steve are over-dramatic and completely unlikable. Lionel is obnoxious. Troy has a tragic story but I still know nothing about the guy.

Frankly the game just isn't interesting. It seems to me as if the player is thrown into the climax of a story that should have started much earlier on. I'll also note that the graphics are very minimalistic, with barely anything apart from the character avatars, and the soundtrack is unfitting mostly because I never got to feel for any of the characters. The gameplay was pretty dumb, too. More than once I just wanted to kill everyone off for the heck of it. But there's really no gameplay to speak of. You just take your best guess at a level, which is usually close to what you need to do, and then you restart and adapt your strategy.

The time travel gimmick was interesting and I could see how some might like it, but to me the idea of there being an 'ultimate' ending or 'good' ending takes away from the gravity of your decisions as a player. When all of your decisions end up with you watching a single 'definitive' ending, it just makes the game feel a whole lot less interactive. I would have preferred to have all of the endings jumbled up and know that in the end you could only pick one. Of course, I would also have preferred if this game were a spinoff or sequel to another story, or if it had come with some background information before the events of the game.

I got to level 20, so I feel like I have a decent feel for the game. I must say that despite the simple graphics, you have a really nice presentation and a good working platform engine. The controls are a bit strange, but I caught on about variable jumps and changing direction in midair soon enough.

I like the simplicity of the level design. The graphics remind me a lot of The Impossible Game, while the gameplay reminds me a lot of Meatboy. The difficulty curve seemed a bit much at first and there were several points at which I considered quitting, but it was only when I hit the mine level that I quit. Nailing the same incredibly narrow jump several times is what turned me off.

Anyway what you have here is decent, and I like how unique the controls work, but they are still clunky as others have said, and as platformers go this really doesn't bring anything new to the table.

Wow, really? Come on. I know you have to make money, but this demo literally lasts under a minute before sticking you with an ad. As I bought this game on the PSN for a dollar, I can review the full game but I refuse to give this demo more than a 2/5. If you're going to upload a demo of this game, I'll rate the demo.

The Impossible Game is definitely a good idea. Rhythm-based platformer? Sounds good to me. Tough-as-nails platformer? Sounds good too. But when you send a player back to the beginning for one mistake, it ruins immersion, and when the practice mode has its sound replaced with something entirely different, it doesn't help you practice and it defeats the purpose of it being rhythm-based. This should have either been more lenient, or it should have shed the whole rhythm concept. But putting both together drives you nuts as you listen to the first few seconds of a song OVER AND OVER.

Anyway, you chose some great music from well-recognized artists on Newgrounds, but that doesn't mean much if you never get to hear it. I also feel like the graphics were way simpler than they had to be. Attractive? Yes. But couldn't you at least add some customization options? Maybe an audio visualizer around the perimeter of the screen that can be toggled? Or a freeplay mode that makes the game more musical?

By far the most annoying thing about this game is that you really only have one button. Which means that you could use any kind of graphic to cue the player to press a button. Hell, this game could have looked like Vuvu Hero. In fact, you could watch a video with different graphics while playing this game if it were synced correctly. The lack of interaction between the player and the game is a huge issue.

What score am I supposed to give this? As always with these April 1st games, the polish is impeccable but there's really nothing to do in this game except mash a few buttons (or press them as slowly as you please) and lose. I was hoping for something at least a tiny bit different from last year's Hunger Games tribute.

Really digging the music though.

I had to watch this on YouTube because the file doesn't seem to be working.

Anyway, this Flash has a very nostalgic feel to it, which makes sense given that it's over a decade old now. The graphics are pretty good for their time; in fact, the vectors look great, very crisp and colorful.

The music selection, in particular, Closer, also make this feel very stylized and fit to the time period in which this was made. The poor animation and sound effects could have been fixed, in my opinion. Frame by frame animation was possible with early versions of Flash, wasn't it? I'd say the sounds could have been better too, but I know online sound libraries weren't as big or high-quality in 2001 as they are now.

Overall this is pretty good. The over-the-top violence and bad humor, plus the shooting bit at the end, make this very reminiscent of the types of games that existed back in the very early 00s.

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

Age 29, Male

Software engineer /

United States

Joined on 7/24/07

Level:
48
Exp Points:
24,720 / 25,580
Exp Rank:
604
Vote Power:
8.86 votes
Rank:
Police Captain
Global Rank:
4,293
Blams:
367
Saves:
1,736
B/P Bonus:
16%
Whistle:
Deity
Trophies:
4
Medals:
2,265
Gear:
5