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Luis

90 Game Reviews

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Nice mood

I like the mood established in the game, i think the grainy camera works well for the mystery and motif of the game. Sometimes its easy to force an effect like that in and have it feel like a gimmick. I found the gameplay pretty cool. The camera angles, for the most part felt well chosen. Some of them are questionable and actually make it more frusterating and unnecessarily difficult to get through some places but all in all i found the cameras well done.

I found the hit boxes on spikes and some of the enemies to feel a bit wonky. Dont know if its just the camera angle or what but there would be parts where i know i didnt touch a spike and yet id explode. Which brings me to my next gripe, that being that the deaths felt like they didnt get any attention. Having him have a falling sprite when he walks off a cliff and other small touches like that woulda helped make the game a bit more polished.

Nice work.

Solid.

Havent beat it yet, but its got some nice touches, the boss battle felt pretty satisfying.

Didnt experience any lag, the weapon combination system is pretty interesting, i havent messed with them all yet but the combinations yield pretty cool customization. I initially found the menu system for the bay to be kind of overwhelming. I think something that would have been cool is once you buy an item maybe a window asks if you'd like to equip it? Or maybe a dialogue window as you leave the bay that says you've purchased new items and not yet equipped them. I actually was buying stuff and i didnt realize i had to bolt it on until a few levels in.

Something else that would be cool is letting you know that the first blip on the map is your docking bay. Like maybe its a green sphere or something visually different from the other stops on the map. Eventually it becomes second nature, but i think at first you tend to overlook that as a possible place to go back to.

Graphically, the game looks great, and gives the arcade shootem ups of yesteryear a run for their money. I think if some of the bigger non-boss enemies dropped more gems it might feel more satisfying. I was on the asteroid field level pummeling the shit out of a giant rock coming at me and just as it was about to hit it, i destroyed it and got one gem out of it was kind of a bummer. Made me want to just avoid it in the future and just go after smaller enemies that cough up a single gem also.

Overall, its a pretty cool foray into the genre, with all the toss the turtle, happy wheels, defend your castle clones litering the flash scene, its refreshing to come across this.

Also shawn, dont forget to turn off the oven.

I thought I wouldnt like it

But actually did, it was engaging enough to want to keep going and the bosses were pretty creative even if the artwork is crude. I found that the esc key wasnt skipping the cutscene.

pretty fun

pretty neat. The paralax scrolling seemed off tho. like the foreground stuff is zooming way too fast for the speed the main terrain and backgrounds are scrolling. Maybe the motion blur was too heavy or something? it just was inconsistent. Fun factor is there and the other stuff going on didnt detract from the experience or add lag. Nice work

Maybe it woulda been cool to add more stuff to his arsenal of moves. dunno how doable it woulda been but being able to do a flip and make himself into a knot on his neck mighta been something.

I cant stop...

Really great concept and execution. The game is almost a backseat to the charm and quirkiness of the characters. I loved the variations, a simple concept with alot of creative variety. Great stuff.

Good series

This series has alot of heart and creativity to it. I actually didnt mind the crude art, i think it works well in that it really makes the creative design choices in the gameplay work. In this stage i particularly liked how the team aspect is weaved in, even down to the boss battle. I thought it was refreshing and what makes it stand out from the standard fare of sidescrollers or even metroid.

I think that the voice acting coulda been a bit more varied. Some of the characters start to sound the same and just kinda become annoying, small rant i guess. But yea i think this is a solid game and a rare thing to see a flash game with this much gameplay in it. Kudos to you!

Burned that continent down to its knees

And i feel very satisfied doing so. I thought the last boss was easier than the second one.

Wiesi responds:

haha great! and yeah, the balancing isn't perfect yet, i agree.

wow really.

Kinda fucked up to take the game i am building in the office and release a knock-off of it. Vulturez

great feel

Really feels good. I like all the additions to it, the swimming the slick walls, the directional springs etc. The springs really feel great, the squishiness and bounciness of it is just right. I thought that the swimming could integrate some arm movement into it, or maybe different swimming styles to spiff it up some. Theres so much subtle touches with him on land, it would be cool to incorporate that into underwater as well.

Looking forward to it in spring

Solid game

Within the time constraints, I thought this was one of the more creative interpretations of the pooped out key words. I liked that it wasnt as literal as some of the other executions.

As far as criticism go, I thought that the difficulty at the beginning was kind of sluggish, like it feels like it takes a bit too long to really get to the meat and bones of the game where the neurons really start kicking in and making life difficult. The changing of the patterns was a nice touch, probably where the charm of the game lies. Art was good, the controls felt good, and the enemy variety considering the time constraints was comfortable.

Good work

Interesting blurb

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