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Kwing

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Fun

The graphics were only okay, and the layout definitely needed some work. Some alpha gradients and glazing would have been a really nice addition to the interface, which was otherwise very plain. The graphics were otherwise pretty good, but the lighting seemed a little off... Or maybe the art was too precise. It could have used some kind of blurring or lighting effects to make it look more realistic. At some points it looked almost pixelly. The music was so plain I forgot it as soon as I closed out of the game, but the sound effects were very nice and almost satisfying in a way.

The gameplay was fun, but it needed more. It was near impossible to dodge attacks, even with jumping, and there should have been more upgrades. Another thing I noted is you can intentionally fail an early level over and over to get tons of money and get a huge advantage. The levels were also very short, but fun. I liked the change in how short levels were.

One last criticism is that the game seemed to end at a certain point, with no "you win" or anything. It just didn't go to the upgrade screen.

EggysGames responds:

Thanks Kwing :)

Good

The graphics were nice. I liked the platforms and background, and the animation had nice easing, except for the player and the coins, which were animated rather sloppily and didn't fit the style of the rest of it. The spikes looked too similar to the ground and I tried jumping on them once only to lose a ton of health, and the font and overlay didn't fit the style of the rest of the game. Also, Coins should have been replaced with Points, or else each coin should only be worth one "coin". It could have used some sound, too.

The gameplay wasn't too good, I'm afraid. There was no momentum or acceleration, the gravity seemed almost wobbly, and there wasn't much work put into the hitTest. I do like the ingenuity of making the VCam follow the player slowly, and then resetting the player if he touches the VCam. That was interesting... But fallible. I noticed falling infinitely several times. I think you were overdoing the hitTests, and you might have gotten away with something like if(player._y>soandso){ or similar.

Overall the graphics are nice but that's about all that you have going for it.

FlashChickBoom responds:

Thanks for the review kwing :). sorry for late reply but i agree with everything said here, like i said barely any work was put into this so its not very good, i can do better graphics, animation and so on but this was just a start, like a test. Ill be sure to make my next game more awesome.... I am making it with you after all :D

Liked It

Pretty cool game. The background graphics were okay, despite the stick figure being simplistic. The animation for the first boss could have been worked on, though. Not only that but the stick figure's eye was in the center of his head, and the falling boulders were pretty pathetic; you needed some serious redesign on those. For the sake of presentation, it would have been nice if the last level had been a bit longer, too.

The music was good, but got repetitive quick. You should have had shorter levels but more regions of levels.

As for the gameplay... Well, there was a good difficulty level, but even so the sliding around was more annoying than a fun challenge. The rest of it was pretty good, although I didn't know what to do for the first boss for a long time. The gleaming helmet should have gleamed more, to point it out to the player. Other than that, pretty good work! You should also make it so that it shows how many lives you lost at the end.

ShinsukeIto responds:

Alright, sweet. Thanks for the feedback and the 9!

Needs Lots of Work

It's decent, but it needs a lot more. For one, you need to learn how to draw. Give the character some lighting, and maybe make him a bit more than a ball.

Second, the ground needs way more texture. Just create a Group over your current ground and make it artistic. You could draw lava over the red spots to make it look more cinematic, or maybe grass over the ground or something, or polish up the yellow sunbeams. That would have made tons of difference.

It seems like you might be using copy/paste tutorials... The engine at the beginning reminded me of FeindishDemon's tutorial, while the space levels reminded me of Ball Revamped, except that it had way better hitTest for the corners. I think you'd have used the same hitTest for the entire thing if you had written all the script yourself.

It needs way more levels for the different realms, like Neon and Space, and it also needed something like a Level Select you could go back to. The balance was whack.

One more note was that the inverted colors thing was stupid. You're just redoing the same level with different colors for no reason? Come on. You changed ONE of the levels for it, and that's it.

Lastly, the V-Cam was way too small, giving the player a bad view of the map. Just use the Free Transform tool to make it bigger.

Needs tons of work, most prominently in the graphics area. I used to draw graphics almost that bad, but the important thing is not to let a single color take up to much area of the screen. Even using Bevel filters is better than it.

SyndromeGames responds:

Thanks for the thought out review! I am going to do a collab with an artist for my next game concerning the artwork. (WOOT) Not gonna have a V-Cam, or very much reworked V-Cam. And to be totally truthful, i DID use a tutorial. It's not like I didn't put any work into this, I've put COUNTLESS hours into this game, whether it was reworking the code to meet my needs, or making the levels, I did a fair bit. Is using a tutorial really like cheating though? If you are in school, and you learn how to do something from a teacher, and you use what he teached you in the test, is that cheating? The tutorials are made for people to learn. Well, thank you for the review, I will certainly keep what you said in mind.

-Jacob

Awesome!

Alright, consider everything I haven't talked about in this review to be perfect.
1. The storyline and music were a tad cliche, but cliches have to come from somewhere.
2. There were a few issues with acceleration while crouching.
3. The enemy's bar should have faded so you knew how much time you had to attack.
4. If you hold run and pause, then unpause, he slides.
5. The flips still had a bit of a delay when you were on the ground.
6. Boost power doesn't decrease if you stop.
7. Moovlin's graphics are a little iffy. It's good, but you need a way to make his expressions look better. Just using lines doesn't cut it. You just need to redo his face.
8. It's still too strict with the leaderboard.
9. The street level is too misleading.
10. The boss battle was too methodical.
11. Mooviball's acceleration was whack.
12. I could fall off a platform as Mooviball and die before hitting a platform below.
13. Sunshine Plains' flower was way too hard to jump on.
14. Moovlin was too fast in the Plains.
15. The background is sometimes black. Make a background for those instances.
16. The subquests seemed to lag a lot.
17. The subquests didn't have cutscenes or anything.
18. Moovlin had so much health that the only threat was falling off the map. You should make either a health bonus after level completion or give him less health so enemies are dangerous. They did delay you for a bit, though.
19. If you pause and exit the battle with Truff, nothing mutes.
20. Needs more Mooviball levels!! Try doing loop the loops and stuff, speed boosts, and rad jumps.

Good demo, but fix stuff.

Psychofig responds:

1. Evil politician that is hell bent on taking over the world, and two robot recruits from a federation that try to stop him. That sounds exactly like... wait... nothing.
2. Didn't find anything wrong with that.
3. I will fix that, THANKS.
4. Oh wow, just noticed that. Will fix, THANKS.
5. I can make the delay shorter, but there still has to be some or else it is not realistic.
6. Since there is no boost power access in the demo, you're wrong on this. It decreases when you use the Boost.
7. Yeah, yeah. I can't change it now, since the cutscene faces aren't just one MC. It's cartoony, but you get the point, right?
8. Improving the jump feedback will probably stop alot of people from dying prematurely. I will get onto that, but the system will stay. Only people with skill should have access to the leaderboards....THANKS
9. I'll clear up the signs, THANKS.
10. Each boss is different, the battle lasts a max of 2 minutes so it shouldn't be a bother. I will improve graphics on it though...
11. No it isn't...
12. Hittest error, will fix. THANKS.
13. Might make it bigger, dumb floaty mechanics... THANKS.
14. You noticed it, eh? The cutscene after (not in demo) will explain why.
15. I'll make a nice background for the save states and death screen. THANKS.
16. Will optimize....
17. They aren't supposed to, since they don't have anything to do with the advancement of the story.
18. I'll make a health bonus. Don't worry, the next couple of levels require you to stop running and time everything, I'll dose them in obstacles...THANKS.
19. I can't fix that glitch, I dunno. 3 Audio tracks run in one frame and the mute won't work... I'll see what I can do, but if I can't fix it quick I won't bother. The player can make an exception...
20. Yup, there will be about 4 in the full game. Maybe more... My engine isn't good enough to support loops, but I was thinking of speed boost and maybe some anti-gravity, I dunno. It's all relative.... THANKS

Extremely Boring

This is basically a bad version of Smithy's Quest by Eggy.

Graphics: The style is kind of neat, but the coloring is off. You can see really neat pixel art in things like Final Fantasy Tactics, but you just don't see it here. But I will congratulate the artist on making so MUCH of it. The map is really, really big. Some of the graphics were just minimalist though.

Gameplay: Extremely boring. It took me about 30 minutes to beat (timed by listening to an album with better music than that of the game's provisions), and I felt so unfulfilled afterward. You included a lot of references to Newgrounds users, which is probably what all the hype is about, but this is really nothing special. There's no time limit, nothing that really requires skill, it's just walking back and forth across a long-ass map a couple dozen times. It would have been nice if there was a minigame or something, just to pass the time. The scripting, although functional, was pretty simplistic as well.

The references to other users was neat and ebbed away some of the original boredom, but it couldn't salvage repetitive gameplay and mediocre graphics. Sorry.

Magical-Zorse responds:

ok, cool

Fun

Didn't explain too much. The art style was nice, but the character didn't fit the art style like the rest of the world. There was a glitch where you could make him go to the falling part eternally while on the ground, and it sucked using the mouse and arrow keys instead of implementing WASD. It was too easy to get lost, you didn't tell the player their objective, and the whole melancholy world was a little overdone. If you were trying to be funny, you weren't.

It was too short, the duck movement had no purpose, the game didn't have any difficulty since you just ran across to a (very easy and short) finish. The overly simplistic ending was rather poor taste. I was hoping I'd get some kind of challenge where something would actually try to stop me. Something like the NerfLord from Adventure Quest came to mind. I thought maybe I'd get to fight something that was draining the color from the world and restore it, but no... Just some (rather pointless) trek across random land with no meaning or purpose to the end of some cafe.

Run, click, jump, end. Not nearly enough. Graphics were good but still didn't salvage it by a long shot.

SilverStitch responds:

Well... the ducking was thrown in for kicks, hence why it isn't actually included in the controls.
And this isn't meant to be some full-on game experience. Its just to take a few moments to go slow and enjoi what you have...

Awesome!

The graphics were super realistic! The transparencies were great, and the icons and stuff were pretty accurate. Not much art was based on anything else, but it was still cool. High quality images, loved how you could load your own background.

I loved the sound, too. I can't believe you included the whole Audio Portal! High quality, obviously diverse, and of course fun. I had fun randomizing stuff, but the Media Player was a bit boring. Maybe some different visualizations, or even scripting proper ones. Even so, it was awesome.

It was really stylish and reminded me of all those crappy Windows spoofs. The Newgrounds Forum recreation was funny and sadly accurate, and altogether it was pretty awesome. A couple times I found myself clicking the real Start button on my computer trying to use the in-game Start menu!

Gameplay was utterly incredible. There were a couple neat gadgets to fool around with like the maze (which was actually pretty good) but the chatbot was brilliant too, and I still need to find all the websites!

Incredible replica, I loved how you could connect to the real internet, and it was cool how a lot of the scripting was simple and yet you managed to get it to work in lots of different ways!

Archawn responds:

Proper visualization is impossible in AS2...

Thanks for your review!

Bad

Graphics: These were pretty good, but simple. No lighting effects, nothing extravagant, the colors were pretty bland.
Sounds: I didn't like the music that much, but since all of it came from the same artist, it maintains a decent theme. Sound effects were a little annoying.
Gameplay: Bad. BoMToons always uses similar game engines. Thankfully this one didn't feature moving up and down, so it wasn't so much a spamming strategy like it usually is. Even so, it's another dodge-crap-and-attack game. There weren't many randomizations in the fighting, or anything special, like powerups or being able to use special attacks on the enemy.
Style: It's the same stuff again. You need to save the world from some dude and then you get a frame praising you cheesily.

BoMToons responds:

You so sassy!

Hmm, Decent, but...

> Graphics: Pretty good, had a nice art style, had a nice effect that I rarely see in Flash. Good lighting, realistic proportions.
> Sound: A bit modest. Wasn't too fond of the music myself, but I guess it's better than nothing.
> Style: Horrible. This game just made pirates less badass. D:<
> Gameplay: It was interesting. I didn't really like how you could hit the ball in the air or while it was still moving... The coin collecting got kind of old, and I would have preferred if holes had a "par" to them. In some cases, the gameplay depended grotesquely on brute force, like firing off as many powerful shots as quickly as possible.

All in all, it was fun, but nothing special. The physics had a twist to them, but it wasn't anything off the wall.

headjump responds:

Thank you very much for your detailed review. It helps me a lot to know about your thoughts.

I'm sorry that my pirates are not badass enough, but unfortunately all the badass pirates in my game passed away during the storm... ;)

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

Age 29, Male

Software engineer /

United States

Joined on 7/24/07

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