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Kwing

738 Game Reviews

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15 reviews are hidden due to your filters.

Needs Improvement

The graphics are nice, but I don't like how the reviews are laid out, nor how the buttons kind of move up and down. Setting them up such that the button is in the same place every time would have been nice, and I would have also liked having the number question I was on displayed. I had no idea how long the quiz was, so I didn't know when I would get my score or medals or anything!

The sound was also kind of obnoxious and repetitive, and the grading system is oftentimes a matter of opinion, as review mods have mentioned that they interpret the rules differently. For instance, I currently have a Deity whistle, yet I only was awarded a Silver whistle upon completing this quiz. Coop is a mod... Refer to his review for more info.

A Little Too Simple

The graphics are nice and work, and I suppose they're 'cute' as they were meant to be. The animation was simple and minimalistic. The music was unmemorable and didn't really stick in my head, while the sound effects were fine, though the voices got very obnoxious after a short time. The story was bland and not entertaining at all.

The gameplay was where it got interesting. As an action-RPG, the system works. Run into battle, fight, get out. But the controls were just too simple. I liked the system of spells, but there weren't enough, and most importantly, there was only one kind of physical attack and no way to block!

The battles with grunts were much, much too simple, as all you had to do was keep mashing the attack button while making sure you were within the right distance of them, not getting too close. The idea that you had to collect the potions in battle to heal your Health and Magic was also absurd, and I couldn't stand it.

I also didn't like how dying just set you back to your last spawn point. If this was meant to be a kid's game, you could stand to be lenient, but you could also have put in some kind of incentive not to get killed nonstop, such as an Exp multiplier that reset every time you took damage. This also brings me to the point that the battlefields are too simple. More platforms and more complex enemies would have made the game much more fun.

Onto my biggest gripes... I really didn't like how some bosses just have too much health. I found myself intentionally losing to some of them just to go back and grind with other enemies because I needed more attack. Even if I memorized the attack patterns, some battles take way too long without upgrading. And some are much too easy, such as the monsters in the pre-boss dungeon. The attack patterns were too easy to follow for the amount of Exp they rewarded.

The other two boss battles that pissed me off were the Green and Purple knights. The green knight, which I had to defeat by deflecting rocks at, hit me if I tried to cross him no matter what, making it extremely difficult just to maintain enough health to beat him. On top of that, the rocks damaged you even if you were standing under them while hitting them at the right time! In order to properly deflect them, you had to stand such that only your blade would touch the rocks... Which was much too gimmicky for my taste, especially when you had to memorize where exactly to stand.

The purple knight was pretty bad, too. You took damage just by standing where he was, even if he was stunned and dizzy! Finding the right place to stand was obnoxiously gimmicky as well, and most of the 'strategy' I used to defeat him involved waiting for him. Poor show!

The final boss ticked me off too, but wasn't too bad. Mostly I was frustrated at the way he just bounced around, making it hard to hit him and making the battle unnecessarily long and somewhat luck-based.

All in all it was a good try, but it could have been a lot better. Action RPGs are my favorite game genre, but this fell short by a few steps. Too simple, too gimmicky, and not balanced very well. Still, I enjoyed playing it... To an extent.

Well Done

Very nice presentation, and I like the way the buttons look. Very simple and minimalistic, but stylish. The scoreboard and charts also looked nice. The music was fitting as well. The gameplay was simple, interesting, and to the point, but a little too simple for my liking. This also brought out the liberal usage of randomization, which could make or break you if you're already in the top 5% of players or so (Personally I ranked in the best 18%). Certain things such as being able to replay certain tests and see other peoples' scores for those particular exercises would have been a nice add-on, especially as some tests were much more desirable than others.

Excellent for What it Is

The graphics remain mostly true to the original Nyan cat, the sound likewise. As for the animation, I really like the easing on the rainbow, and the customizable Nyan cat was very nice and simple.

The gameplay was simple too, but something about it kind of bothered me, although I'm not sure what it was. Partially it was too simple, plus I never got much of an explanation as to what each treat and vegetable did... Plus I didn't get the bar at the top either. But that didn't make the game any less fun!

krangGAMES responds:

There's no actual difference between the specific types of yummies and veggies - yummies = good, veggies = bad :P
As for the bar on the top, filling it gives you a big point bonus! The text along the bottom of the screen details the points

Mad Libs...?

A bunch of simple shapes and Flash filters, a simple tween animation, and some equally simple script to implement inputs into a longer string of text? This is really old, and we've had stuff like this since before computers existed. Even the buttons are square-ish and look unattractive, same as the UI. The font for Lonely Hearts was also difficult to read and obnoxious. The stories themselves tend to be nonsensical, of course.

All in all I found this to be rather boring and samey, and it didn't entertain me much at all.

Little-Rena responds:

Poor you :(

Fun

I like the simplistic graphics and the music is nice, if repetitive. Plus the physics are pretty good... Except for the fact that the blocks appear to be made entirely out of rubber.

However, I didn't like the fact that you had to wait for the timer to finish checking if you knew you were going to lose. The refresh button doesn't work while the timer goes down! Not only that, but you put the timer in some categories that didn't even need it! The long ass waits made me want to give this a 6, but I realize this is a small game element. Besides, there should be a way to speed up the motion of the objects so that you see what should have happened in, say, 60 seconds, in three seconds. While statements come to mind, but I know that if you had a flawless setup you'd end up with a broken computer. Still, I'm POSITIVE there's a workaround that you didn't think of.

I also didn't like that the menu didn't show if a level was beaten or not. A check mark over or glow effect would have been a nice indicator.

As per individual modes... Collapsing made me frustrated because the blocks had way too much friction, and I lost in ways that would be impossible in real life. Building was easily exploitable by stacking things against the walls. Stacking got way too hard way too fast, and the way that balls rolled on their own was a small thing at first but became impossible to work with eventually. Moving seemed to require a good deal of bullshitting and cheap Jimmy-rigging. I didn't get to see too much of Exploding because I couldn't figure out how to beat 4, but I did manage to play at lest 6/7 of the levels in all the other categories.

This game DOES NOT present itself as fun. It presents itself as ANNOYING AND FRUSTRATING. It is possible to make puzzle games that do not fit into this category, but this attempt failed hard. I'll still give you a 7 for the presentation and the physics, which were nice, though the level design was not.

GroZGames responds:

Thanks for your input -- the time on the "checking..." is something to fix in the future and has definitely been noted. Sorry you found the level design too "flukey", it's hard to properly distribute the learning curve across levels without there being TOO many levels. We did our best.

Thanks again!

Awful!!

The graphics are rather poor; Scooby Doo reverts back to facing right when he's standing still, and there's no sense of momentum; Scooby has running and standing, but no acceleration or sliding. The rocks are also way too big, making the collision detection much too sensitive. On top of that, THERE'S NO WAY TO KEEP TRACK OF YOUR SCORE! That means there's absolutely no point at all to this whole game. Not to mention the sound effects are obnoxious, it needs music, and the whole thing is way too short.

Really Good

The graphics, especially the weapons and blocks, are simple in an extremely satisfying kind of way, and the animation and sound form a nice picture of what's going on. The sound effects get a little annoying and some are odd, but overall it's good. it could have used more diverse music, though. The gameplay was very fun! I loved customizing my own tower, and when it started out symmetrical it ended up becoming really wonky. The system of leveling up weapons and different strength blocks was simple and easy to grasp, and the gameplay was pretty raw.

My only complaints are that the game becomes really hard really fast, and that it's hard to browse the weapons to see how each one works when you can only look at them and purchased them during a wave. Also, it was kind of difficult swerving the mouse down to one section to select a certain weapon. Keyboard shortcuts would have been welcome.

I also noticed a glitch. At around the 43rd level, I was taken to the screen to prepare for the next wave while the previous wave was still attacking me! I couldn't attack back, since I was only able to place blocks, but I was able to win by successively clicking Next Wave until it said I had completed the last one. When trying to return to the main menu, though, I couldn't, and the winning screen kept popping up.

Despite the kinks, I really enjoyed this game and thought the system was simple, easy to use, and very tactical.

EggysGames responds:

2011 flashback

Good For Its Time

It's pretty good as sprite Flashes go, and the animation and sound didn't have any quirks. However, the gameplay was way too easy! Since you can whip without stopping at all, I found it easy to just hold down one key and mash the whip while moving up and down. This also made the game somewhat luck-based as well, and it defeated the entire purpose of the Nitros. I easily scored over 4,000 by speeding in one direction.

Even if it has no point, the gameplay needs to be at least somewhat difficult.

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

Age 29, Male

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United States

Joined on 7/24/07

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