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Kwing

766 Game Reviews

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Decent

This game looks to be done fairly well, with good animation, really good graphics, catchy music, and nice sound effects, but it suffers from incredibly difficult gameplay with absolutely no motivation to move on; while fun for a while, dying over and over because the controls are ridiculously slippery gets annoying when you aren't unlocking anything at all.

thinking-man responds:

The main thing that I impressed myself with, is making a working platformer engine that isn't glitchy at all.

100% Amazing

By the time I saw Crazy Monkey Games, I knew it was going to be good. CMG, along with Armor Games, is one of the few sponsors for Flash games that I swear by.

The graphics are really good, and the animation really blew me away. While the whole 8-bit thing has been redone several times too many,the game still looks good and feels good.

The sound is decent, although it got somewhat repetitive after a while, especially if you ran back and forth between two areas with different music, confused, the way I did.

The gameplay felt really good as well. The basic wild goose chase thing was implemented better than I've seen it in any other game; I was never stuck for long, and everything seemed to make sense. The game played very quickly and didn't get tedious once. The only criticism I have is the improbability of knowing to put cake mix in a lake. That, and the boss battle, which I felt was frustrating due to the fact that you have to time the mirror flipping JUST right in order to hit him.

The storyline was absolutely phenomenal, although the writing for it should have been better. The satire at the beginning was amusing and kept me playing more than anything, and the statements about generic video games reminded me a lot of Half-Minute Hero. In fact, the 45-second dash to the castle had me thinking that, too.

When the Wizard at the tower started talking about the system, I was reminded slightly of The Matrix and its amazing storyline. The idea of the protagonist operating inside of a system was interesting, but I feel that the Wizard's jibes and taunts should have been written a lot better. Conceptually it was brilliant, but for something like that, you need an EXTREMELY talented writer... Someone who's pursuing an advanced degree in literature, writing or theater, for sure.

The final final battle was interesting, although it only took me about 30 seconds to realize that all you had to do was abstain from the system. The epilogue was pretty well written as well, although I found it pretty frustrating that Dave never even says anything. I understand the tones of freedom and determinism in the game, and I get that Dave is supposed to be a silent protagonist, but you could have at least had him talk to emphasize his newly-acquired freedom.

Overall, I thought this game was done very, very well! It seems like you thought this idea was a little more clever than it actually was, judging by the dialogue that takes place, but overall I think this is one of the best plotlines of anything found on Newgrounds. You, sir, have earned a 5, a favorite, and a new fan.

Fair

The graphics look good and the audio is high quality and fitting. All in all the presentation and looks are good, as is the layout. The game lags horribly, though, so I really think you should have simplified the graphics. Really, nobody would have minded if the game would just run smoother. Or at least you could have added a Quality option.

For the graphic layout of the nodes system, it might have been easier to use the arrow keys to navigate a dot on the path rather than clicking on it to create a node, as I regularly clicked a path I didn't mean to when it overlapped. On top of that, I got frustrated if a replay didn't allow me to go back to the menu and I knew it was bound to fail.

The gameplay is where it runs into serious issues, though. For one, while I like the style of movement, it gets frustrating when you get killed simply because you mapped out the patterns incorrectly. The way avoiding fire works simply constitutes that you look at the timer as an enemy attacks... Which you can't do until you've already mapped out an attack pattern first. But basically all you have to do is look at where the enemy is and when, and make sure to avoid this hit at this time.

The node system was frustrating for the reasons I listed above, but overall I really liked the system and thought it was a cool concept. Again, my biggest issue was that the 'strategy' consisted of watching where enemies moved and when; the way it's so static and formulaic takes the strategy out of a strategy game.

One last thing I'll mention is the arsenal system. Since it takes so long to get a point, I found the grenade thing to be horribly useless, as you only get one for the next round, so after I bought and used my first one, I never once thought to get another. Second, the whole gun thing was explained rather poorly and it was quite a while before I understood how it worked. Some kind of better explanation would have been nice.

One thing I'll say I did like was the ability to watch other peoples' replays. That was really cool, and obviously it gave a game surprising cinematic value. Kudos on that!

The concept is really cool, but seeing as you only lose if you map out a number wrong, I found it to get tedious and decided to grind after getting to the final boss, as it just isn't worth the trouble otherwise.

Confusing

I didn't like the control scheme at all, and the controls were given very quickly and with little explanation. Personally, I would have made it so you could rotate the blocks with ASD and adjusted the view with SHIFT+WASD, to give the player full keyboard control. Also, making the blocks transparent and giving a zoom option would have been helpful.

As it is, I was struggling to figure out how to rotate something this way or that way... And yet, the shapes were so small I wasn't even struggling a little! One last criticism is that I couldn't stand the fact that you can't make the blocks fall any faster! This made the gameplay extremely slow.

Other than that, great job! I love the 3D concept!

Grawr

I think most of the problems came between us having different versions of Flash. My engine played great on its own, and your graphics look amazing... Sadly it seems something was lost in translation when you plugged in everything. Still, a good step forward.

Wow What is This?

I'm pretty sure it's broken, since I have windows spawning half off-screen in the corners, and errors when I try to quit or adjust anything with the sound. Not to mention I had to wait half a minute while staring at a blank screen to even start the game.

I'll give you three stars because the user interface looks very pretty and the music is good. The presentation looks good and the graphic style shows that you have good aesthetic taste and a lot of potential.

Bad

Really repetitive music, no sound effects, very simplistic graphics (although nice particle effects and I enjoyed the black-and-white scheme), and the gameplay was just awful. The bombs lag horribly and all you do is rush at stuff while holding down the mouse button.

Mediocre

I kept hearing this old voice in my head that I hadn't heard in years, saying, "Oh man you died..." and so eventually I decided to come back to this game, even though I remembered not liking it.

This is a game obviously made by an amateur. I'll admit I like the simplistic art style, which is very nice to look at visually, but there are a bunch of other problems with the graphic scheme... For instance, the poor animation and the fact that really long bits of ground can make you feel entirely lost or almost as if you're walking in place! Adding simple tick marks on the ground would help relieve this odd feeling. As it is, I guess you could shoot arrows to give yourself something to look at. Not only that, but the thick lines looked bad on the small moving platforms. That's definitely something to change.

The sound is amazing... The music sounds great and the voice acting is hilarious! The sound effects were pretty minimalistic but all in all sounded good as well, if unremarkable.

The gameplay is where most of my complaints are. First of all, the lack of a moving background (or anything to fix your gaze upon, really) makes it exceedingly difficult to time jumps. Throughout the entire time I played, I only lost one or two lives out of about seven or eight by losing all of my health... The instant death pits aren't bad, per se, but you need to give the player some visual input to prevent them from killing themselves. Not only was the plainness of the graphics a problem, but also the fact that the platforms were very unpredictable. Having some kind of line to show the limits of how far they went, or even easing to make platforms slow down before turning around, would have saved me a lot of unnecessary trouble. And when you have to restart the entire game when you lose, that is a LOT of unnecessary trouble.

In addition, I felt that the game gave the player very little instructions and had a lot of unnecessary doodads. I ended up cycling through the sword and spear multiple times looking for the bomb or bow because those were the only good weapons! The enemies also tended to be rather bland, with all of the difficulty coming from frustrating jumps that were difficult for the wrong reasons.

I do like what you have here, but the graphics need a little more detail, even if for utilitarian purposes, and the entire thing needs to be a little more polished.

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

Age 30, Male

Software engineer /

United States

Joined on 7/24/07

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