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80 Game Reviews

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Not bad

I think the game only glitches if your computer is an absolute pile of crap. I have Vista x64 and I'm running Chrome. I'm basically doing everything wrong compatabilitywise and it ran fine for me.

There are three things that I think would make the game a lot better.

The first is physics collisions. People getting slammed up against other people, etc.

The second is a MUCH larger playing field. Maybe 5x as big. This would make the physics work better and present more of a "carnage factor" (assuming you also quintuple the population).

The final one is what everybody's asking for: ramping difficulty. For the last ten levels I limited myself to only buying Gravity Bombs and even that was so easy I had to let myself die.

Aside from that I'd say the game is enjoyable for 10 minutes or so but after that you've seen all there is to see and the game holds no more interest for you.

Thing to remember when making a game

Not everybody is left-handed. In fact, most people aren't left-handed. Thus, it may be prudent to include a control scheme that isn't incredibly awkward for 90% of the people who play it.

Aside from that, not terrible. Not great either. It's obvious you weren't reaching for the stars with this one, though. I think you achieved what you set out to...achieve.

Great idea, horrid execution

While the theory behind the game is sound, it has several flaws that will prevent it from reaching any heights beyond "notable flash game".

First and foremost, the mechanism for adding a new song. Simply pressing buttons while the song plays is a terrible idea for the following reasons:

1) People have input lag.
2) People never, ever, ever have PERFECT rhythm. Maybe close, but close doesn't cut it in a timing game.
3) If you mess up once you have to do everything all over again.
4) There's absolutely no way to edit a song once you've made notes, or continue from a point, or otherwise do anything aside from "note" the entire song start to finish.

So adding new songs is pretty much bad. But how about playing songs? Well, we've all seen the DDR ripoff format, the second format is apparently from Elite Beat Agents, and I haven't seen the third one. The DDR one doesn't work because of the poor song adding mechanic I alluded to above. I played some songs that were alright, but every last one had issues that prevented it from being enjoyable (including timing and choppiness of the game). The Elite Beat Agents one just does not work, at all. It's 100% impossible on a laptop and very difficult on a desktop. Until a touchscreen laptop comes out, that's not going to work.

Suggestions?

First, simply copy DDR's format of making your own steps for a song. You select the BPM and just put notes on a grid. Since songs are just a pattern with sounds, the ability to precisely place (and copy/paste or edit) the notes is just a given.

Get rid of the Elite Beat Agents thing and replace it with something else.

Fix the time-honored "the game jumps every five seconds" tradition of Flash rhythm games.

Add an ability to set the quality above Atrocious.

Add saving a song's custom notes locally (into a cookie or something) so you can spend as much time as you want on them.

And no, it's not my computer. At all.

Coolio-Niato responds:

The ez-input design of the game was created so ANYONE could sync songs, not just people who have time on their hands to understand how to chart a song and all that jazz. Frets should not lag at all, and the EBA game was made for users with tablets to enjoy (didnt think of that one did u).

-Coolio

How to win

I've found that the most effective strategy is as follows:

Get agi and only agi. You'll do hilariously horrid damage, but that's not the point. Avoid getting hit as much as possible and concentrate on leveling up. The most IMPORTANT THING is to get gems. Gems gems gems, forever. Why? At sword 2 even with 0 str you'll do 20+ damage a hit, increased to 30 at sword 3.

DO NOT second formify him until you have the third sword at least. If you can hold out without accidentally killing him, ideally you should have the fourth sword by the time he's on his second form. The final sword and 30+ agi (60% dodge, nearly invulnerable) should make the boss fall in no time.

--------------------

Also, I found a bug. My amethysts were showing up under adamantine or whatever and vice versa. For example, I'd pick up an amethyst and I'd still have 0 under my amethyst count and 1 under adamantine. When I used an upgrade that needs the amethyst, though, the adamantine count would lower, so it's not as if I was being credited the wrong type of stone.

Overall it was a good game, though it kind of felt rushed. The movements were unrefined and a more involved upgrade/levelup system might have been nice. You say why bother adventuring when you can jump right to the boss, and I sort of agree...however, a chain of minibosses prior might make things more interesting and allow you to reach your true power before going head to head with the boss.

Also, the ability to trade gems would be nice. Even if it's like ten "whitestone" for one adamantium/amethyst, it's still better than having fifty trillion useless garbage crystals sitting in your pockets when all you need is one more adamantium.

You've heard it before

But hopefully next time you make a game you'll heed the advice of critics.

Yes, the physics are indeed horrible. Touchy controls in a game that requires precision is not fun in any way.

Yes, the hitboxing is beyond horrible. The level "Bipolar" or whatever comes to mind. Getting the bandaid was like trying to dodge a wall that steers itself towards you.

Never, ever make the solution to a level unintuitive. Getting the bandaid in Sky Pup makes zero sense physically, and while I did it, I didn't find it satisfying because once you figure out how to abuse the physics engine, it's incredibly easy.

Despite these glaring flaws I liked the game more than almost everything else on Newgrounds. It reminded me of a mix between Megaman X and Sonic the Hedgehog, two games I very much enjoy. If you were to make a sequel (which I doubt) and fix the three things I mentioned, it could easily be the #1 portal entry.

Really, really obnoxious

This game would have been fantastic save for one thing: your microbe takes about half an hour to open his stupid mouth, and then another half an hour to close it. If your enemy just keeps turning, he's completely invulnerable unless you can predict which way he's going to turn (which you can't). So basically you have to hope your enemy will just go straight in one direction long enough for you to eat him.

HeroInteractive responds:

That does make the game a bit challenging, I agree. But you wouldn't want to play an easy game would you? Haha! We'll keep your ideas in mind for the future, though, thanks.

Fine the way it is

I don't get why people think the ball moves too fast. Sure, it gets a little rediculous by the end, but I beat the game in one try without losing a single life. I came close a few times (namely on Jack Sparrow, who was stupidly hard) though..

I would reccomend a difficulty chooser since most of NG seems to have horrendus timing and reflexes. Since you don't have a high score table anyway, you don't need to worry about that.

Contest Winner - At least it should be

The voice acting was great; I thought it was professional at first, perhaps taken from an outside source. The animation was very smooth and crisp.

The only problems I had were level 6+ ramped up WAY too quickly, and, of course, the gameplay was very repetitive. But then, I'm not 5-12.

All in all, you did a great job, even though the message was a little hackneyed and...um...other negative adjective.

WarpZone responds:

Oh, I can assure you, the voice definitely IS professional voice acting. It was done by Erica Mendez and ShockDingo from the Voice Acting Alliance forums. You should definitely google the VAA if you need voice acting for any Flash projects. Please be polite, and take the time to learn their system of doing things, and I'm sure someone there will be able to provide you with results like these.

Repetitive gameplay stages 6+, I can understand. The difficulty ramping up too quickly, is kind of a surprise to me. The only real difference between 7 and 9 is the speed at which enemies run. Stage 6 always seems like such a bear, but actually there's 15 enemies on-screen at once that take 3 hits each, so it's not much different from Stage 4, which featured 4 enemies at once that took 3 hits each. It's just the large groups that make it seem a lot more challenging than it actually is.

As for the message, in the contest rules it said that games would be judged more favorably if they had a message. So as you mgiht immagine, I and everyone else who entered the contest, put a cheesy message in. I just did my best to have fun with it, and I think that helped a lot. :)

Guess I'll cover up that moron's spoiler review

The one thing this game really suffered from was that you had to click on REALLY arbitrary places to complete the game. Yes, you're supposed to explore everywhere, but when one side of something doesn't even respond to a click and the other is vital to your success, it makes things kind of difficult.

Besides that, though, I enjoyed it. Less impossible than most of these games, but still overly difficult in SOME places. Needs more thinking puzzles and less "I wonder if this random space makes me win" stuff.

Here's an actually USEFUL review!

Here's why people are voting low:

-Some of the notes are the same color as the floor tiles, making them impossible to dodge

-The dance moves, while a good idea, were VERY unresponsive (each time I wanted to do Titan Whatever, I had to roll dsa about 10 times) and about 90% of the time I tried to do the vcx move, I ended up doing cx and ruining my combo

-Like somebody else said, diagonal moving would be nice

-After fixing the dance moves, add more. Make them more complex or have special effects

-There should be something beyond dodging notes and doing dance moves. The beacons were a decent idea, but it was much more rewarding to just do dance moves in the back column instead of braving the stream of notes for a beacon

Besides those things, I liked the game's novel approach. I tried and failed to beat level 1 about three times.

NeoMarine responds:

The dance moves fail when you don't have enough energy to perform them. If you tried to do the vcx move but only had enough energy for the cx move it would perform the cx move.

Other than that, thanks for the detailed review!

screeeeeeee

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