Age/Gender: 25, Male
Location: Ottawa, ON, Canada, Earth
Job: Possessing this body
I am classified as a human people person man. I require the consumption of organic nutrients in order to continue existing in the way I am now. (not that I've ever tested the reality of this hypothesis)
Newgrounds Stats
Whistle Status: Normal
Exp. Points: 1,260 / 1,350
Exp. Rank #: 28,065
Voting Pow.: 5.33 votes
BBS Posts: 71 (0.04 per day)
Flash Reviews: 204
Music Reviews: 32
Trophies: 16
Stickers: 0
All Flash Reviews
204 Reviews | 46 w/ Responses
This is pretty much awesome.
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When I first saw the game, I thought "wait, this isn't death VS monsters.. this is iconic blob VS iconic blobs".. but then after playing 1/3 of the first level, I knew I would play through the rest of the game. I'm not sure the "plot" makes sense, but it's really fun, and that's the point eh? It's almost like a space shooter, only with bright colours and a happy theme.
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First Flash game I've played through in a while. I only have some small construction criticism:
1) It's impossible NOT to upgrade everything eventually. It would be nice if there was some customization instead of being able to max everything.. but I guess you can still choose type of weapon, so no biggie.
2) The menus / mission intros don't fit the quality of the game - they look much less pro.
3) Most importantly: changing quality is disabled. Unless I'm mistaken, lowering the quality has little to negative effect with this type of bitmap-rendered game. Even on my awesome computer it was slow all the time in big fights - don't know if quality would have helped.
Still, 10/10.
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It doesn't look like stop motion.. some of them even have blur from movement. If it really /IS/ stop motion, then I wonder why you just moved your hand around, instead of doing anything weird looking or physically impossible?
Author's Response:
the only part which wasn't stop motion was the bit with the piano, The rest was, I took 3 frames per shot, normal movement wouldn't be that quick and jerky.
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Personallly I'm not a huge fan of these "simple" games, but here's some feedback:
*It was far too slow. Maybe add a "speed" or "difficulty" setting with this one being "easy".
*There should be some sort of visual feedback when you hit a correctly coloured ball.. before I read the instructions I thought that the "next" in the corner meant that's what I'm aiming for next, as there's not much difference between hitting a right and wrong ball. Just a little white flash around the ball for "hit" or maybe make the screen flash red for a "wrong type" or something would make it easy to figure out.
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Why was it exported as a non-Flash movie and put back into Flash? Now it's a whopping 8 megabytes, even though there's hardly any animation.
The intro should be much shorter too.
Author's Response:
ok...thanks for the helpful tips:)
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"Difficulty is too high / annoying trickster button"
*The object being dragged is far too big compared to the small space and fast moving obstacles.. it's just, rediculously hard not to loose in under 1 second (literally).
*The "PLAY GAMES" button is a little bit TOO well disguised as part of the game... I accidentally clicked it like 4 times. I know that's the point, but it's both frustrating and kind of seedy. I'd make it look like what it is, instead of trying to trick people into clicking it.
*I can theoretically see some sort of fun in this, but at the moment it looks like the standard "object avoidance" game I've seen a dozen times, except impossibly hard.
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...how did he figure out he could do that? :o
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Just a few questions:
(1) Who's this "Mindchamber" and why do I care?
(2) Why is my head on fire?
(3) Aaaauuuughhh oh god it burns!!!
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the clothing is on top of each other so "onRelease" doesnt always work, because theres something above your button so you cant "release" that button.. if you know what i mean. you ned a global onRelease such as:
onMouseUp = function () {
stopDrag();
}
it would also help not-releasing when you drag off screen. (assuming that works)
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