Shadow-781

Age/Gender: 20, Male

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3/22/05

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Exp. Points: 400 / 550
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Flash Reviews: 22
Music Reviews: 0
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All Flash Reviews

22 Reviews | 6 w/ Responses

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Score: 10
NG Today- Summer 2007

"History of the portal, here we come."

date: July 24, 2007

Well, *there you go.

Definately a winner in my book... er, mag. No wait, book! I really hope Tom and the guys take an interest in this, because I think the people have demand for it.

Excellent work man. Well done; you got my five.

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Score: 6
Get To It!

"Good concept."

submission: Get To It!
date: July 24, 2007

I like this game, though it definately could have done with a bit more fine tuning; quite a few bugs in there, I think. To be honest I can't be bothered to list them because they all seem pretty obvious to me. Fix those up and you'd have a solid structure for future games.

In my opinion, "It" spawning on a line isn't a problem, I actually think that adds to it. Some might argue that the cross just packs a bit too much punch... maybe I'd agree with them, but I don't think negative scores are much of a problem because some people might want to see how low they can score and such.

Difficulty levels are good, music is good in my opinion (as in, it doesn't get annoying too soon). This just looks really promising. I can't wait to see what you bring out in the future, if you decide to build on this. You've probably got a lot to learn about actionscript, but I hope you find the motivation to keep at it.

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Score: 8
Wiggi Woods

"Very good."

submission: Wiggi Woods
date: July 22, 2007

Couple of things though. As someone mentioned before, the story text progresses way too fast for children to read. Also, a few of the words might be a bit "long".

In the controls section, you've put "Find the fruit as fast as you can" which might be initially confusing. The bottom portion of the screen is constantly animated which is a distraction and will probably make it difficult for kids to read the information.

Lastly, obviously, the Exit button appears to have no function.

Now, for the good parts. Labeling the items and showing their graphics in the Help section is good, though you could probably have done with adding in one for the moving obsticle.

The music and sounds are appropriate and clear. The graphics are well designed, bright and colorful. Text is a good size and I don't think has any spelling or grammar errors. Animation is fluid.

I could find no bugs as such, and everything else appeared to work perfectly.

This is a good game for children and I'm sure a great entry for this contest (of which I actually know nothing about yet so I'm sorry if this review wasn't quite what you were looking for. I'm just bored :P).

Great work and good luck!

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Score: 4
SpotBall

""Keep it simple" taken a tiny bit too far."

submission: SpotBall
date: July 21, 2007

As the summary says, it's simple. Which I suppose is good, but obviously it gets boring after the first few minutes. The graphics were nice, the music was clear and not irritating, which makes this charismatic. I don't think the idea is completely original, but nor do I think there's a huge competition for these types of games. I didn't find any major bugs, but a couple of suggestions:

First and foremost, put in place a minimum movement speed for the ball. It's possible to just spend enough points per level to keep the ball perfectly static. I tried that up until level ten then realised it wasn't going to recover. I think the best way to achieve this would be to only allow a certain ammount of points per level to go into that upgrade. As the levels progress, you could have the minmum movement speed increase.

Fake balls. Where have I heard that before? Anyway, some additional "fake" balls to mislead the player which would yield no gold when followed. Could use this as an oppertunity for additional upgrades - methods of removing these deceptions. Could have differently colored balls to begin with, to make it nice and obvious, then slightly different sized red balls, right up until perfectly identical balls. You could even have the real ball's color CHANGE after a level, or maybe much further in the game, during a level.

I didn't play past level four with a moving ball so I don't know if you bothered, but having the ball change course more often instead of going in a straight line for the majority of its journey would be something.

You could add upgrades for use on clicking. 'Freeze Ball', 'Enlargen Ball', 'Lights On' spring to mind.

Could introduce a way to influence the ball's course of movement, and add powerups obtainable when the ball rolls over them.

I could probably sit here giving more example ideas all day, seriously, there's so little in there already. I doubt you'll even make another one because this seems more like a test flash to me, but everything appears to work fine and there doesn't seem to be a lot wrong with it apart from a lack of additional content.

So good work.

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Score: 10
Newgrounds Rumble

"See first line for "one-line summary""

submission: Newgrounds Rumble
date: July 5, 2007

I haven't writen a review in years, but this game is just...

By FAR the best fighting game on Newgrounds. I have my doubts that there's even a better flash fighting game on any other site. Newgrounds rules all, and to top if off, the game's even based on Newgrounds itself.

The game is VERY addictive, if you're the 'beat-em-up because you can't do it in real life' kinda guy, which I definally am. Many hours of entertainment out of this.

This game has caused me to fall in love with Nene, so thanks for that. She has one particularly interesting crouch combo which I find to be quite useful, though I don't know if it was intentionally implemented, or a result of unpolished programming. On the third fierce crouching attack, she does this thing where she sort of slaps the floor and flicks her legs about in the general direction of your enemy. Continuing with the fierce attacks causes her to push herself into the air from that position, but if you suddenly switch to the quick attack before she does this, and repeat it over and over, it causes her to go into a never-ending fit of leg-flailing. If the enemy doesn't have a fast enough counter-attack or guard, there isn't really a lot they can do except spaz on the spot from being hit and slowly die from taking 2 damage for half an hour. Perhaps causing those on the recieving end of this move to eventually lift off the ground (giving them oppertunity to parry) would provide a more favorable method of breaking out of this cycle.

Challenge 9 becomes rather easy as soon as you realize that moving off the edge of the map can't actually kill you, AND always relocates you as far away from enemies as possible. So there's a cheap route for anyone who was struggling with that one.

S'Asshole's final move on the crouching fierce attack seems like a bit of an unfair advantage in many situations. One of some significance being on survival mode if you're doing it on the platform with the powerup spawn. Since their only way getting to you is by trying to jump onto it, if you're in the right position they stand little chance of getting on there. Even if they do, it's just a case of stopping for a moment to knock them off and repeating. So yeah, I'd like to advise the evasion of having never-ending attacks in the sequal, or at least update the AI to realize when a player's trying that tactic, and have them execute some method of countering it effectively.

Time to expand my ego.

I managed to beat Convict's final battle on OMFG difficulty, and still had just under half health remaining. I hate to admit it, but this was probably largely down to luck, since the turning point of the battle was morphing into piconjo whilst an invincibility powerup was active. I just fierce-attack mashed from that point for a while, and down Pico went. S'Asshole was near-death, so after demorphing I finished him with an incoming crouch fierce (gotta love that) and a couple of snappy attacks, and finally, beat a half-dead Nene with... (lucky morphing) Nene's leg flicking.

Completed all challenges and stories on OMFG (EXCEPT tankman's (I had to do that on sissy) because for some reason I just can't figure out how to not suck with him (and frankly can't be bothered to either)). "Piconjo luffs j00" ... owat.

Personally I think OMFG is too easy. The AI players definately shouldn't try to fight you when you're invincible, and should probably avoid hostile phantoms.
If you're the only available target, they'll constantly chase after you, and more often than not respond to jumping by jumping, allowing you to effectively, manipulate their movement. So some more awareness, random decicions and personalities would be nice.

Lastly, I think it's a pitty that once you've unlocked everything et beaten everything, there's not much else to do. You could whip up something to infinately spend gold on in the sequal, couldn't you?

I'd talk about this game all day, but I'm almost out of characters. Thanks so much to all who helped make this wonderful masterpiece, and congratulations on it.

Author's Response:

Very depthy analysis. Thanks for that. The way that Nene's crouching fierce blends into an aerial attack opportunity was intentional - another one of those things that only the sharper players will pick up.

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Score: 5
The Lub Boat 2

"Well here's someone with at least half a brain."

submission: The Lub Boat 2
date: March 9, 2006

Awwwww March 8, 2006

Reviewed by: assspelunker Overall Score: 7

Mommies 300 lb cupcake didn't get the hentai they wanted to... If your confused, I'm talking to all the people that hate this movie. It's no Harry Potter vrs DBZ, but it's funny how gullible hentai-addicted nerds start blamming when they don't get what they want.

Graphics: 1 Sound: 1 Interactivity: 0 Style: 10 Violence: 0 Humor: 10
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I saw this made turd of the week so I investigated, read the reveiws first so I knew what to expect, and quite frankly, I think if you don't have a sense of humor, you shouldn't be looking at flashes on newgrounds - aweso. "assspelunker", hats off to you for identifying the same point I managed to find. The vast majority of Hentai freaks out there are underaged anyway, they had flashes like these coming to them. Graphics are nice by the way.

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Score: 3
Underwater world

"Another more-or-less pointless flash..."

submission: Underwater world
date: March 9, 2006

Hmmm... Yes, so... We have a flash animation that starts on its own, showing you a short clip of what looks like the seabed... And is basically a video converted into a flash with some credits at the end and a piece of music in the background. I think that pretty much sums it up. Okay, maybe it is interesting to see the wonders of the sea, but if I wanted to spend my time looking at video clips of the sea, i'd use a Google search, not a flash portal. Graphics were obviously not self created, just imported, and the style was somewhat weak seeing as how it's not even your own. Sound was acceptable because background music is always good... But maybe making it fade out at the end would have helped a little. Violence, Interactivity and Humour, I think we can skip that for obvious reasons and give this piece of work an Overall 3. I'd say the best thing about this flash is the credits. Although I have no idea where that clip came from, yes it is possible that you made that clip yourself, but the chances are somewhat slim and i'm quite happy to assume it has been ripped from somewhere else. So yeah, one is not amused.

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Score: 6
Dead Part 1

"It's actually not half bad..."

submission: Dead Part 1
date: March 9, 2006

Okay, when I saw that you had said it was about a car crash, the first thing I said to myself was "Oh, way to go and spoil it..." but I obviously had no idea that there was a little more to it than that. I personally love the theme of the undead and zombies, so thumbs up for that part. I noticed there was no "Play" button... Well -I- didn't find one, anyway. I had to right click, then press Play. The style of graphics you have there is simple, yet effective enough. The scene inside the car where you see a profile of (what i'm assuming is) the main character, did look a little shabby without a face, but hey, the following frames made up for it. The fact that you used no color in it other than for red on the med kid and blood was surprising, because it's an uncommon style that does have a nice effect on it. So generally, that was all fairly well done. The sound was well timed and the car noise stood out as pretty good, too. Not the best -quality- of sound, but it was suffient enough to make this flash decent. Obviously, no humour, more than enough violence for a first episode, (loved the part where he hits the zombie with the metal tool) so overall i'll give this a six. The lack of a loading bar and Play button did -really- bring it down however.

Author's Response:

There is a loading screen and a play button. Glad you liked it otherwise.

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Score: 8
For The Life of Me

"that's.. pretty good"

submission: For The Life of Me
date: August 2, 2005

the hand drawn stuff looked really impressive, though i think the tear could have been done slightly better with a 'fading tail' effect.
no offence if that's a mirror image of yourself but the guys nose looked kinda ugly from that angle. <- ignor that
I think the outline on the bubbles could have done with being a little thinner, really. just looked like giant 'oh's floating upward.
i don't know how you're supposed to avoid this but the hand-drawn cliff over the top of the photshopped image looked kinda cheap..
and i think the only other than that would have made it *really* good, was the short story as to why he's thinking like that in the first place.
Other than that, it was quite impressive. a dedicated piece. Good work.

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Score: 6
Gravity Arcade

"Lollers, beat these."

submission: Gravity Arcade
date: July 25, 2005

Cool games, shame about the pong though. Reguardless i still won it.
"GAME OVER
YOU WIN!!
CLICK ANYWHERE TO GO TO MAIN MENU"
Err, yeah. meh other scores were 23126 for the throwing thing and 42 for the wall bounce =)

Author's Response:

haha nice

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