Age/Gender: 16, Male
Location: Granbury, Texas
Job: Student
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119 Reviews | 9 w/ Responses
All right, the concept was fairly nice and I did enjoy the game, however there are a lot of issues that need to be fixed before I give this my full backing.
1. The stupidest thing ever was that when you make troops you lose men, and then when those guys die you lose even more men. Make losing men be only one or the other. Using your current method the computer has, atleast, double the number of men as you and generally stops most from getting anywhere with their empire.
2. Saving. Just freakin get the game to where I can save the game without my browser crashing. I don't have all day to play this game and would prefer it if I didn't have to resart every time.
3. Navy battles are just weird as heck. Soliders on both sides randomly fire at each other no matter what, resulting in many boats just crashing into each other.
Combined with the first problem, Navy battles generally only are won by the enemy.
4. Battles need to make sense. If I'm attacking South America from Mexico, I should be able to use my Infantry and Air Force also. But when I attack Africa from South America, I should probably only be able to use my Navy rather then my Air Force to attack them.
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First things first, this is a brilliant game. I feel like I could play it over and over again. I'm not sure what entices me do do it, but I just feel like it.
You made a good choice with the graphics and music. They fit it very well.
The gameplay was simple, a bit too simple once you learned the best strategy of winning, but it was still tough at parts which is good.
The main problem was balancing of units.
Speartons are the main one's. They have a great amount of health, a better ability at blocking, they have a greater range then Swordsmen, and deal out damage faster then any other unit. Everyone else had a sort of defined weakness against another character, but the Speartons did great no matter what they were put up against. They only got stronger if you controlled one due to you programming that when you are in control of a unit they do better.
In fact the only things needing upgraded in the game seemed to be the castle's gold income, the Swordsmen's attack, and any thing on the Speartons. Upgrading the other units was optional, but unnecessary.
The weakest units were probably the Magikill or Archers.
While Archers are useful against Swordwrath, they are really a waste of gold later on when Giants and Magikill take the field.
The Magikill are too expensive to really be useful. They appear to be good against Giants and Archers, but once again their price is just too much.
The Giants price is fairly high, but are useful later in the game when the enemy only uses Swordwrath, Archer, Giants, and Magikill if you let it go on for too long.
Their high health, near imperviousness to Archers, ability to hit multiple units while stunning them, and high damage against other Giants is quite the asset in a fight. They are around the most balanced for their price along with Swordsmen.
Swordsmen are just like the backbone of the army. Strong, cheap, but low health. There is very little to say about them beyond that no assault is normally succesful without them.
Miners were helpful although you only needed one and didn't need to upgrade him. As long as you control him you get gold faster then if the AI controls him which is useful at the very beginning, although once you get fighting you kinda just forget about him unless pushed back.
Beyond that, the game was great.
Suggestion: Maybe if you make a sequel add in a Skirmish mode where you can make your own custom battle or something.
And here are my times seeing as you requested them
Lvl 01 finished in 1m and 59s!
Lvl 02 finished in 2m and 26s!
Lvl 03 finished in 4m and 33s!
Lvl 04 finished in 4m and 17s!
Lvl 05 finished in 3m and 55s!
Lvl 06 finished in 2m and 46s!
Lvl 07 finished in 5m and 9s!
Lvl 08 finished in 6m and 59s!
Lvl 09 finished in 6m and 6s!
Lvl 10 finished in 4m and 15s!
Lvl 11 finished in 3m and 7s!
Lvl 12 finished in 4m and 11s!
You have completed the game on hard in 49m and 43s!
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Yes I read that you wanted to invert the control scheme, but there is a reason WASD became the normal move keys and the mouse became the control for shooting in most games.
It's because for most people an easy to control gun is more preferable then a quick to respond ship. However some people prefer it the other way around which is why some Flash game developers have allowed people to choose between the Mouse control scheme and the WASD control scheme.
By taking away the choice between these two control shemes and leaving only one for the players, you hurt the gaming experience for those that find it hard to control ship movement with the mouse such as myself.
The rest of the game wasn't all amazing either.
The graphics did their job well, but only that. They weren't astounding or amazing or anything beyond good.
The soundtrack isn't something that is going to make me remember this game. In fact it sounds like something somewhat generic for a space ship shooter game.
And the playablility/entertainment is marred by the control scheme.
It's above mediocre as shown by its score of 4.16, but just barely.
On a sidenote: You wrote that the theme of this game was the "inverted" controls. However this is not something new or amazing by any standards. The only new thing you brought to mouse control is the lock-on ability. Something new yes, but nothing that makes this game standout from the rest of the pack of Space Shooters out there.
I hope that you will consider what I said in this review and take it into account on your next Flash Project.
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This is a great and addictive game and I'm glad to here that ya'll will be updating as time goes on.
I found one bug or something in the game though.
It seems that is you find a fox before the Ghost appears that wants one as a friend, you cannot recieve the Heart for the Fox Importer quest. You can get it from a fruit tree if you are lucky.
So I've had to restart now because it was impossible for me to 100%.
But beyond that I liked the game enough to score 5/5, 10/10, and favorite it.
Kepp it up and I look forward to those updates.
Also, will there be a place for you to possibly make Pirate Bunnies without getting them from fruit trees as an update?
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Well I actually felt like reviewing this because it's the first porn related movie to make me laugh, and I like that.
As always you have some of the greatest animating skills in your section of work and your work only keeps improving as time goes on.
Also a little note to people out there that don't like sexual related videos; Then why the hell are you watching it?! Let me just point out a few things:
1. The movie has the word Hentai in it. If you are still roaming the internet and don't know what that means just get off it and don't come back.
2. It has an Adult rating Symbol right next to its name. This shows normally that it has very high amounts of sexual activity going on in it.
3. Right above the play button it has the words Adult Content. Guess what? That is as obvious as Newgrounds can say "Hey this has lots of sex in it."
If you don't like sex vids or anything like that then don't watch and don't review them. Your opinion is one that is not only biased, but useless overall because you never give it any constructive criticism ever.
Well that's all I have to say besides I look forward to your next flash Zone.
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You really slacked of or something when you made this. I know your works and what you can really do, but this was pitiful and really dissapointed me.
Good Things-1. Many more attacks then in the first Mario-Combat
2. Original Artwork
3. Various Enemies
What went Wrong with it-
1. Either your attacks are the weakest things in the Mushroom Kingdom or those Koopas and Toads are the Toughest things alive.
2. Holy Shi-! Bowser still has his Ultimate Flame Wall attack glitch.
3. Shaky Mario. At certain points Mario shakes like he's on Crack or somethin.
4. I'm getting sucked in! Sometimes for no reason at all you will be sucked by an invisible black hole off the stage.
5. Lame character Designs for enemies. Seriously All the regular enemies do is run around with a fist in the air.
6. I already killed you Bowser! If you kill Bowser while he is shooting fireballs he will stay alive for a bit longer finishing shooting and then jumping.
7. Er that's all? You still have yet to make a really good ending to the game. Heck this one doesn't even have a story to it.
3-7=-4 So 6/10 and 3/5
I hope to see a third with your true abilities put into it.
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Well I liked the game overall, but there are a few things I would have prefered.
-AI controlled teammates. Personally I didn't like playing as one character trying to get the ball and all of a sudden I'm someone else on my team who got the ball. It takes the mind a moment to adjust to this and normally you lose the ball instantly. I'd rather have the computer control such things in that time rather then hone my reflexes to that of a ninja's so I can handle the sudden change. Pretty much make it to where you can change between players, but not have to change characters once you get the ball.
-Auto-Aquire passing. I'd much rather have some choice in who I'm throwing. What I ean is that the player who is passing the ball should be allowed to choose who he passes it to, like set up keys for each player to pass to that player. Or have like two keys to scroll through you current team mates and choose who you throw it to that way. It's a lot better then hoping the guy you threw it to is the right guy.
-Stop huddling up! Nearly every team I faced always huddled around the ball carrier. My team on the other hand ran straight ahead without a care in the world to my predicament. Now that would have been useful in an aggresive strategy, but once the hordes of rival players overrun you and take the ball, it becomes a curse to your defense. I request either a defensive mode you can set on your team that makes them much more protective of their goal and their ball carrier, an aggresive mode in which your team charges the enemy and tries to force a way through, or a nuetral set in which you team mates are a little of both never charging through but never leaving you to fend on your own.
I understand that programming can be a pain and that some of, if not all, of these wishes might be hard to program for you. Just remember these are just suggestions on what I would think would improve the game.
Beyond those tiny things I hope to maybe see another one of these later on.
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It was simply amazing this game. The puzzles weren't really hard at all, although I will give a few tips to all of ya'll:
See the four moons over yonder? They need not be there any longer.
Singing crystals in the ground, keep on swinging round and round.
They who send out poison gas need you to kick their a$$.
Lizards in the sea are actually quite tasty.
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The only overly bad thing about this game is the lag that comes with it.
Sure, running out of batteries on the flashlight wasn't that great.
But it hardly did much in the first place.
It's like Unreal Flash though in one aspect, no matter what you run it on, it lags.
And in my opinion the lag was worse then the loss of a flashlight.
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Seriously it was an okay game. The platform levels involving running and jumping to get to the end were my main complaint besides Max. Also the dragon is easy as crap if you just attack her head then her lower body.
Main problem was Montana Max. His ability to run you into a corner then just missile and Laser you was just plain unfair. You can't run past him and if you jump past him you can't deal any damage to him. Plus he can grab you from anywhere if you are on the ground or above him,as long as you are in front of him. Also the fact that he is nearly always out of your melee range and the only person who can actually nearly always hit him is Berri just makes it to where I've stopped trying to win.
There are bosses and there are poorly planned disaster, there is erotic and there is annoying. Unfortunately with Montana he's both of the last one's.
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