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Kwing

192 Game Reviews w/ Response

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4 reviews are hidden due to your filters.

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!

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 but Needs Work!

This works for me and I think it's fun but tons of problems bog the game down. I won't blame you for the simple background because of the way it moves, but you could work on the barriers and targets a bit more. Also, the gameplay is rather slow and sometimes a target is right in the middle of a barrier such that no matter which way I move I can't get into a position to shoot a target, leaving me stranded. The game needs way more; maybe some better music, faster gameplay, and easing on the positioning of the camera. I can't blame you for imperfect response time, but you could at least set it to accelerate and decelerate smoothly.

HUGE POTENTIAL, but not quite there yet.

ImpactGames responds:

Yeah next version is coming soon. To get that target by the way just shoot the heck of the barrier until it vanishes.

Sub-Par

The graphics are nice and have a cool 8-bit style to them, and the music is fitting, but the game is boring, slow-paced, and ridiculously bugged.

When I start the game it won't take any commands! In fact, even refreshing it won't fix this. I think I have to wait several seconds before inputting anything which is ridiculous. This also makes it extremely obnoxious to do without a walkthrough, as the first thing I typed was "open flash" and nothing happened... So of course I decided not to try it later on... That is, of course, until the walkthrough told me to. I was incredulous that out of all of the possible commands, I had entered the right one and still a glitch prevented me from entering it correctly. The thing I realized next after that was that when you add code, you can type in ANYTHING! What the hell? I get no special medal for entering some REAL ActionScript? That's blasphemy.

The game is severely flawed, and despite the difficulty still manages to be boring.

Afro-Ninja responds:

you're the first person who has reported 'having to wait several seconds before inputting something' so I'm not really sure what to say about that... are you sure your flash player wasn't out of date?

as for not getting a medal for typing real actionscript... I hope you didn't really expect me to build a miniature AS parser inside of this game :p

Wow!

GOOD:
Gameplay is smooth and the controls work great. Each has its purpose, and the controls are simple and none of them are worthless like some games with pointless blocks or weak attacks. The graphics have a unique cartoony style to them, but with gradients. The animation for the game and a some cutscenes are good too. My favorite cutscene was going into Sunshine Plains; there's combat at the beginning, and then the hilarious dialog with the trees. The menu is easy to navigate and understand, and I like how it supports keyboard and mouse control, although I would have liked keyboard control for the pause menu. The music is expansive, fitting in most levels, and dramatic. The choices in making the selection were great! One of the best soundtracks ever! The pictures and hats provided a fun distraction, and it was fun to fight Safuma Poll with an afro. Some of the levels are really fun, too, and it's also convenient how your scores are automatically submitted. My favorite levels were the second Sun Station level, Missile Madness, the first two Lavarious levels, both of the ice levels, the Robot Factory, and Parliament. The Parliament especially was an unspeakably fun level to play. It had tons of traps, and beating it without taking damage was a huge challenge. I loved every minute of it.

BAD:
The graphics aren't that good. The two biggest things I noticed were that you used the same ground Movie Clip over and over. For the glass you broke, for the platforms that electrocuted you, for Cheeseworld, Sun Station, and a few other ones, too. Even circular platforms had the same Movie Clip as a support beam. The second one is that you use too many filters. Sunshine Plains uses a not-too-subtle bevel effect on the ground. Bevels like that are scattered all over the game. Another thing is the cutscene animation. Some of it was good (like the scene where Moovlin enters Sunshine Plains), but some (like the scene before the Truff battle and before Lavarious) had poor easing and movements. For Sun Station, you can ground pound on a little platform and fall through it. For Selia Desert, the three 2-sided platforms are almost hard to clear without taking damage, especially while rotating. I've done it, but it's stupid-hard, not fun-hard. Doodleworld has a glitch where you can fall through the floor if you have enough momentum. Mooviball doesn't even roll or support loops, and has a bad principle of momentum. Sunshine Plains is annoying during the flights, and the level goes by so fast you have to memorize it. Gears are worthless. You move slowly in the water level and can't dive. The gears work pretty badly in the Robot Factory, and Midnight Carnival isn't randomized, so if you memorize it you can get an infinite score. Lava Survival is both easy and luck-based. The Truff battle is so methodical that you get bored, and the Safuma Battle isn't long or hard enough. For the multiplayer modes, you roll in the same direction regardless of which direction you're rolling in, and the camera for the collecting game screws up. There's also no confirmation button on the Erase File button. Another gripe is the cutscenes for the game have some really bad jokes (although some good ones as well). The storyline was bad, despite the good dialog. Not much happens throughout all of the levels; most of the levels are excuses for gameplay. Some scenes could be skipped and others couldn't be. Some of the voices are pretty bad, too. Truff and Polypiscis (who also had terrible dialog) were bad, and Bobby's voice was mediocre. When Pamela is introduced, the sheet Moovlin sleeps under is starched. It moves like a solid object and not like fabric. On the topic of Pamela, the boobs are bad. The sound effects were bad too. I liked some of them (especially the bridge in Cheeseworld and the breaking glass) but some, like taking damage, were annoying. On a last note, the menu buttons are very bland and could have used a makeover. Some of them don't even change when you roll over them!

Overall, this game was really fun to play and make, but it's not perfect.

Psychofig responds:

Hah, that's Kwing for you. Of course, no game is perfect. Except Mario Galaxy 2 and Battletoads. But that's beside the point. I'm glad you liked it, and I had a real great time making it with you!

I'll keep all those things in mind if we ever get together again and make a sequel!

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!

Amazing

This was one of the best games I've ever played. It looks like you're hiding behind the style of nostalgic 90s games to appeal to players that grew up around that time, but you really don't need to. Even if this game had modern-looking graphics, the simple gameplay would still easily annihilate the competition.

Graphics were pretty good. The pixel art is way better than I could do, but the lighting on the ladders looked kind of weird. You might wanna think of polishing that up. Also, I don't know if the little white guy you control was a tribute to an existing character, but if not, he needed more detail.

The music got kind of repetitive, but I actually liked the sound effects (even if they got repetitive too). I'd personally suggest adding more songs tacked onto the current one, maybe with a random playlist or something to spice it up. Kraftwerk and Nullsleep are huge recommendations here, although you might also consider Nine Inch Nails if you're appealing to the demographic into the whole sprites, big headphones, 8-bit, etc.

The gameplay was pretty interesting. Tower of Greed is a game of risk and reward, security and insecurity. While you had a sense that everything could go down the drain instantly, you also got immense satisfaction from locking in a medal. The player moved great; I loved how fast he could move. Also, the gems were placed pretty well. It was usually just out of your way to lure you on a long chase.

There were a couple problems I had with it, though. For one, a few diamonds or items were extremely hard to pick up without getting killed, when diamonds and items with the exact same value could often be obtained by easier means. To remedy this, it would have been nice if you had an extra kind of gem (like a red ruby) to rectify the strange learning curve. It would have made it easier to give better rewards for harder maneuvers.

Also, the jumping enemy and stair-climbing enemy were pretty unbalanced. Sometimes they'd jump right off the screen, but sometimes, either at a low level (like 4) or a high level (like 40), one of them would literally stay on top of me to the point where i couldn't shake him and I kept getting hurt until I died. This is a very, very serious problem that can slash a player unfairly.

The shield powerup was a bit useless, meaning that 1/4 of the time you picked up an item it was fairly useless. I also couldn't see the difference between survival and arcade.

Lastly, it would have been nice if you had an adrenaline mode where the stage moved a bit faster. I found myself craving action sometimes and being denied it, but would have loved something where you could barely keep up with the pace of it all.

Matt-Porter responds:

Thanks for this well thought-out review!
I'm glad to share that literally everything you mentioned, has been in my docs for a sequel for quite some time, so we both agree on the shortcomings!
Just reading some old reviews tonight, saw the work you put into yours, wanted to say thanks, even if 16 years later haha

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

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

Age 30, Male

Software engineer /

United States

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