mediocre at best. this game is in desperate need of more upgrades, new types of weopon systems, drone systems, point defensive systems, more kinds of special abilities, more types of special abilities, more unique skills, a % critical item, more types of enemies, adding a new dimension to the interface of the game, a more suitable character players can empathise with(i meana russian superhero? cmon. and he looks horrible too(poor and forgettable character design)), adding dimensions to your offensive capabilities such as melee weapons, adding a small introduction as to what we are fighting against(we need to be passionate about our course of duty, or the mission at hand, what are we fighting for? i feel like we are just mindlessly shooting things - this is not what todays players want, players need an emotional as well as entertaining experience, more depth needs to be added to the game dispite the smooth and streamlined graphics, why is there no scatershot weopon? where is my beam, focused weaopon? is it possible i can spread my weaopon branch and mix and match different weapon systems so i can cerate my own individualised weapons class? i know this is abit much to ask for in a game, but that is what i would like to see, and i am sure i speak for everyone who has played through this game.
You need to name your challenges Eg: Zero G - Reach an altitude of 7000 feet.
Diver - Reach 100 feet below 0.
Submarine - Stay under water for 30 seconds.
WarpDrive - Reach 500mph
Skipping Stone Begginner - Skip 3 times on surface of water.
Sailfish - Glide 5 feet over the water for 15 seconds.
StarPerformer - Perform 3 full forward rotations.
StuntMaster - Perform 3 full back rotations.
Featherweight - Land in the water at 1mph.
Olympic Champion - Perform 2 full forward and 2 full backward rotations.
Breach - Leap 5 feet out of the water.
Skipping Stone Pro - Skip 15 times on the surface of water.
Some of these challenges require a makeover in the game parameters.
(Spoiler: Only possible by reaching an high altitude, then diving with rockets turned on. Requires higher speedometer range, possibly infinite.)
Looking forward to your next game.
Demo game unanticipating
I observe movement in the stationary paddle. Does this slight movement affect the direction of the ball? It seems so that this confusion within the physics of this game is an illusion to what i ill fatedly suspect a show of flamboyant aesthetics. That is in somewhats the dark side, and as you should know when creating games, form follows function. Truly a good game developer and cretor takes into account many other things, but this has rot me to my core.
Mediocre at best, and visting other reviews they agree that this game contains nothing new or remarkable.
Sure this submission is a test of your skill so far, and comments are welcome to produce more spectacular revisitations on Newgrounds, but your skill here is predominant enough, if not sufficient to truly create something spectacular. Perhaps a lack of inspiration or motivation is an insisted factor in this seemingly downgraded version of ball and paddle, but i hope to see something more complementary to your skills and in turn something much more creative and remarkable.
haha fake leader boards. nice but thats not why your missing the point. its another reason which is to do with your graphicrefinement andbackground detail. Nonetheless great song and game
This is evidently quite an impressive effort from everyone who made this.
There is great attention to detail in most of the tutorials, informing with ease. The visual presentation is what stood out for me. It is fresh, well refined and nicely fits in with the concept of the 08 collab.
This has already helped me and obviously many others. It is good to see a tutorial as refreshing as this one. It has set somewhat a benchmark for many other tutorials to come.
It took a while to get the layout right, but i think it's much better than the old one :D. Thanks for the review, glad it was helpful.
a very well thought out vertical shooter. What was very pleasing to see were the sweet and extremely satisfying chunks of moments of pure slaughter. Well done
This game was fun, challenging and intuitive.
The controls are very easy to use in terms of moving scoregamites, free came and other objects. The learning curve is very easily understood with your implementation of text in the level design itself. Animation is simplistic and suits well with the games concept and overall image. Colourful and fun, the game offered a variety of challenges and allowed me to experiement alot with a multitude of scoregamites at my command. Switching between them with the shift is also a very good handy little feature, as well as the free cam. User interface and interaction is satisfying and high.
Very well done
Very nice music
Audio was a charm and very enjoyable to listen to. Very nice work to David. On the other hand the flash was somewhat dull and slightly fumbly to use. Buttons are always moving requiring you to aim and click all over the place. This is very disorientating and annoying. Perhaps bigger buttons, shortcuts on keyboard or universal button positioning could have helped. Sounds for interaction such as cliking on these buttons could have been more satisfying. Level design also needs improvement as one can easily get lost very early in the game and lose interest. There is not enough stimulus and excitement you put into the initial stages of your flash which is why i myself losed interest. On the other hand, your animations are very well refined and done. Animation quality is superb in the characters and their design. Your animation quality for other effects is also a joy to watch and experience.
Being an experimental flash, you could have experimented further and pushed more boundaries for improving your next flash. I find this flash a bit reserved and introverted for an experimental flash but all in all, very good effort to you both.
I see so much potential in this game. You could have blown us away.
To couple with such a fixed click interface, for one you could have made your graphics look much more convincing and detailed. Perhaps animating the figures could have made the 'movie' much more engaging. Better sound, different registers of pain for each soldier could have been a delight and somewhat satisfying for the few. Effects such as blood, more movement and different enemies could have given the flash much more of an interest. Different paths, the power for us to make decisions on which path to take would have given the flash a more dynamic gameplay. Going through layers, such as different stages or levels would have given us something more to look forward to. A castle for example would have required us to take down gaurds, cross a moat, take down archers, knights, more gaurds until you made your way to the king. More engaging audio and background sounds of medieval war could have brought this flash to a whole new unique realm.
Your concept here is nothing original, but it could have risen to something spectacular and profound. It could have been the best at its category, and earned respect becuase of that. I hope you will blow us away with something amazing and something we've never seen before in your next flash.
Looking forward to seeing your improvement.
Only If I had the talent and patience, I could make a CD of what you suggested.
What a life people lived in 17th century Spain!
Rolling plains, Sunny weather, lagoons, forts and castles, windmills, knights, kings and their mistresses, farm hands, maids, and chivalrous knights riding horses.
What i found that makes this game shine is its visual style. Reminiscent of a few pages i came across in a book called semi permanent, the graphics here are strong, clear and well detailed. The game concept is also very clear and engaging in its interactive manner. Although perhaps the view could have been slightly altered, since i found it somewhat disorientating interacting on a diagonal controls system, but then again you wouldnt stay true to your visual style if you did. Other than that, well done and looking forward to your next flash.
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