I'm usually very good at this sort of game, but the one about "One door" with the homophones messed me up a bit. I even tried using the hint, but it only told me what I already knew.
To be honest, I'm still not sure what it meant. I just got lucky on my second or third try.
Art: The visuals were pleasing enough. Not flashy or anything, but perfectly acceptable for the project.
Audio: Ambient and fitting, though I might have liked something with a brighter feel to it. Gets the brain working, you know? Endorphins = Prosperity
Programming: The doors were a tad glitchy, but overall a very functional game. I never had any issues.
Hands down one of the most addicting games on the site. Both aesthetically and nostalgically pleasing graphics, fitting and (surprisingly) not-so-annoying audio, and fantastic gameplay.
This game has twice the addictive value of its counterparts such as Toss the Turtle, if only because you actually have to actively play to travel farther, rather than passively aiding your character.
- I would have liked some more OP upgrades, since I feel like the game should be beyond cake by the time I've played for all of them. Still, the upgrades you supplied were more than sufficient.
- A clearer objective would have been nice - possibly a way to win the game - but this is more of a personal preference. Others would contend that the competitive and infinitely challenging nature of the game is what makes it so addictive. But personally, I stopped soon after I received the last upgrades.
Regardless of anything, this game was fantastic! I loved it, and I have it queued for later gaming.
Keep making games!
I figure I should go ahead and review this now, because I've played it twice.
I knew from the get go that this game would be very easily in the running for the top game, and I stand by that.
Art: VERY appealing! Everything here was simple, but professional. On top of that, I really liked the animation. Great framerate, and perfectly smooth. However, there could have been more detail on certain things, as well as more interesting foods, blocks, and items. Regardless, though, Tyler did a fantastic job. 8/10
Gameplay: The idea wasn't anything super new and innovative, but it was original enough to not only spark my interest, but keep it all the way to the end. I think this is the only Game Jam game apart from my own this time around that I finished. However, there were some minor bugs, and I often had to retry a maneuver to get it right. Another large and common issue is actually in the momentum. I would have actually recommended keeping it very simple in that aspect, making it much, much easier to jump over spikes and enemies with precision. The sliding and easing of momentum make certain tasks nothing short of irritable.
Still, very smooth work. I enjoyed it a lot. :] 7/10
Audio: The sounds here were wonderful! Particularly the main theme. I never expected that sort of music to fit a game like this, but you pulled it off so smoothly. It never grew tiresome, and the quality was just high enough to keep me interested, while still low enough to keep the filesize down. Great work there. 8/10
I really enjoyed playing this game, and I wish you the best of luck.
I'm really proud of this.
The mechanic worked out really well in this, and Max and Nolan really nailed the levels right on with the script.
The art was very simplistic, but it was well fitting, and oddly charming. I enjoyed it.
The programming was, of course, simple as well, but it was really solid! I was surprised at how well that worked out. No major bugs. :]
The music has yet to get any praise, but I'm seriously impressed by Houzatosis on this one. Everything he did was exactly what I wanted for each stage-area, and they never grew tiresome or annoying.
Your voice actor was heaps lame, though. I mean, adding a distortion effect to feign radio signal? GAAAY!
Not bad! Considering the time allotted, this was a very full game.
Art: Everything here was well polished, and naturally had a very Newgrounds-y theme to it. It was very pleasing to the eye, and it worked very well with the concept. However, it didn't go above and beyond - as would be expected in a Jam like this. 8/10
Gameplay: Each level was very straightforward, almost to the point of absolute simplicity. It was enough to keep my attention for awhile, but forcing myself to finish was impossible.
The biggest problem here, though, is the speed. Usually these sorts of games require a bit of planning time, but carry out your strategy in a short period of time. This is just the opposite, taking a couple seconds' worth of planning, and drawing out the process for an eternity. I understand the reasoning, being zombies, but I would have suggested a button to speed up the process at the very least. The lack of both speed and difficulty really hold this game back. But I will admit the programming was very smooth. 6/10
Music: Not bad, Adam! Each theme was very short and simple. I'll admit, though, they weren't catchy and varied enough to stick around for long. I had to mute them and play my own tunes after awhile. I think it was mostly the lagging sleighbells in the second game-play song.
Regardless of my picky attitude, the music really was very professional, and I appreciate the variation in tracks immensely. 7/10
I really do believe this came together very well. I place this in the top 5 games without a doubt, and very likely the top 3. It's one of the few I could actually play for more than a couple of seconds.
Great work, Team Flash Chasers.
We've added in a Fast-Forward button to hopefully remove a bit of that "omghurryupness".
Thanks for the detailed review, it is much appreciated! :)
A good start to Game Jam 6. :]
Art: Very nice work here. Not too complex, but enough to give a great feel. The main character was very fitting, and the background was eerie.
Story: A little... vague. I mean, the overall concept was mostly straightforward, but... I'm still not sure of all the mechanics of it. Like, for instance, how was he initiating these hallucinations? What caused them - and why do they reveal certain obstacles? And, more importantly... what exactly was the escape all about? Why was his mind being monitored, and what did his feat actually accomplish?
I dunno, I feel pretty empty about the plot. Still, great idea. :]
Programming: Very smooth! I didn't notice any major flaws - except that jumping wasn't always on command, so I'd fall every once in a while. It's a common mistake, though I'm not sure what causes it. It may not be the programming so much as Flash itself. Either way, the engine was wonderful, and I didn't experience a single bug. Wonderful job, there.
Music: Soo good. Both main themes were perfectly fitting to the moods they accompanied. I'll likely be downloading them both once this review is done - maybe reviewing them separately as well.
Fantastic work, Tolstoy! 7/10 4/5
We were running into the odd problem during development when holding more than two keys down, when one of those keys was the left arrow. It's an interesting flash bug that only affects some keyboards. That's my bet about what your problem was. Thank's so much for the review!
I like it a lot!
Fittingly cute art, great voices, hilarious concept, smooth gameplay, and a fantastic general effect. My only complaints are:
A) The rabbits should definitely have less health. They're very difficult to hit.
and B) A glitch occurred while I was approaching 50,000 points. A man with a bag on his head was completely untouchable. He'd go right through me, and none of my attacks did anything. They just passed by him. But, he ended up counting as a foe when he passed the stairs - so I lost. It was depressing. :[
Anywho, I really do like this a lot. Simple, fun, and fitting. Great work!
Sorry about the glitch.
I never had any issues with lag or control response, personally. Everything was perfectly functional. The signs were funny, the character was cute, the programming was mostly solid, and JohnnyUtah's voice work didn't disappoint in the slightest. The only complaint I have is that I would occasionally get stuck in the metal blockage doors, though it was always at the end of a level. Usually I'd rate 9, but I want to help make up for the ridiculous ratings I'm seeing. 5/5 10/10
Wonderful work, everyone!
BEST GAME EVAR.
The gameplay is cool, and the physics engine is absolutely fantastic. Also, I've never seen such realistic graphics in a flash game! My only complaint is that this game is WAY too hard. I mean, seriously. I've been playing it for 3 hours and I still haven't figured out how to beat that dragon - he gets me every time with that Swoopadoop attack! I'm sure I'll figure out the right combo eventually, though. Anyhow, despite the ridiculously challenging battles and confusing controls, this was by far the most compelling and elaborate Retina Provoking G-String I've ever laid my eyes on.
Potential, it has.
I haven't gotten far, and am still contemplating whether I should continue. Mostly, though, to make one HUGE recommendation. To hint at it: too much momentum is bad. It's too unrealistic. Honestly, I remember hating Super Mario 64 for that same thing. You just sort of slide around everywhere, rather than stopping like a normal human being. Anyhow, I probably shouldn't have started the review off negatively. Thing is, I like the concept thus far, and the art and animation are appealing. It's just the controls that feel weird. Too weird for me to really get into the game. I don't want to give you a bad rating, though, because this really would be cool after recoding the physics, and possibly checking into the bugs mentioned by previous reviewers.
So, basically, my only complaint is code redundancy. =P Just stick with a basic:
var speed:Number = 0;
var run:Number = 6;
var grav:Number = 0;
var falling:Number = 0;
var jumped:Boolean = false;
var jumpHeight:Number = 15;
var touchingGround:Boolean = false;
var scale:Number = _xscale;
or something similar for physics variables and STOP. =P
Well, if you decided to fix the coding, I'd be excited to see the outcome. :]
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