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Recent Game Reviews
Octeria
Rated 3 / 5 stars March 4, 2012
First off I want to say while I enjoyed the visual style, it is nothing new. You did it well but did not truly seperate from other top down shooters of the same style. The tutorial was serviciable and taught the basics of the game. Which wasnt difficult, since the game doesnt gamble too much on anything other than what is expected for this style of game
In short, I found nothing new or compelling about the game. The music was ok, serving as ambiant background that neither really got me into it or annoyed me.
Unfortunatly the game mechanics didnt mesh well to provide the pacing one expects in this kind of game. Something that stood out immeaditly upon starting the game.
Im too god damn slow.
But thats ok at the start of the game because I figure there is an upgrade for it in the tech tree...then I go to check...nope...
No movement speed upgrades whatsoever? In this style of game? It should be a given. Especially considering you ramp up the enemy variety so fast to include enemy spawners in the first wave! Now this would be ok if the pacing of upgrades matched it but it doesnt come anywhere close.
Not to mention the fact that to most enemies using the spacebar ability is about as effective as spitting on their health.
Then I realize Im taking all these hits but not observing my health go down much at all. Ah the concept becomes clear. Im a tank! Thats fine and there are armor upgrades. So I continue on to wave 2. By this time i have upgraded ammo capacity and attack speed because I need it to take out all the enemies spawning with some kind of efficiency.
Then I go to wave 2. And die horribly because there is no way I can dodge effectively. And I spam the spacebar (which I have upgraded) to little effect even against the smallest enemies. I watch in doomed horror as I am consumed/frozen/shot to hell all in one moment. Thats when I realize the game mechanics are indeed broken.
I will note for the sake of argument I may be encountering glitches but I highly doubt it. Too many constant issues for them to all be bugs (or suggests this game was not well playetested).
In any case, in a game that is supposed to be frentic and chaotic while giving you the sense that you are just surviving, I walked away feeling like I was anchored to doom the moment I started.
In future if you design a game similair to this one again, I would drop some health, add some speed, either intitially or as part of the tech tree, and gradually introduce new enemy types as opposed to literally flooding the screen with them and giving the player no context on what to expect.
Also throwing in some power ups would have made it more entertaining. Something as basic as shields or multi shot would have gone a looong way.
Sorry if that sounds harsh I just like to be honest and despite my criticisms, it is obvious you have talent, so I hope to see another from you with more polish. I certainly think it is within your skill level.
Good Luck with future flashes!
Thanks alot for your detailed review ! :)
Feed Us 2
Rated 3 / 5 stars November 22, 2011
Good Concept
Could be much better. Im going to be generally a little harsher since this is a sequal and generally speaking there are a few too many bugs/mishaps that could have been easily caught by some playthrough testing (most of the issues the reviewers are posting are consistant enough such as the dead alligator and the bouncing back from land). Now some of this may be intentional but has a frustrating effect on gameplay.
- -The largest issue I had with the game was the lack of objectives being displayed while in game. It only notified you if you had completed all the goals, but gave you no idea how many fish you had left to eat or people to kill. And more frustrating was the fact that occasionally when you attacked fish, they ran behind the scenery, never to be seen from again (thus eliminating your ability to finish the level).
- -The other primary issue was the lack of enviroment variety. A couple of different maps would have gone a looong way.
++ On the upside, the upgrade tree was interesting and rewarding with visual effects and they definately had impact on how effectively you devoured your victims. Full marks here. It kept me playing longer than I otherwise would have.
+/-The music was pretty bland, but it didnt detract from the experiance. The sound effects were adequate and appropiate. The sound effect that actually stood out to me was the waves crashing on the shore. It was the most memorable (as I write this).
+/- Overall in the visuals it was a mixed bag. You did a great job with the fish, boats, people, blood effects, but the enviroment was so poor in contrast. Goes back to my variety would go a long way comment.
+ I did like to see that as I upgraded it actually changed my piranha in-game and my "seed" pirhana as well.
Final Comment: All in all, I enjoyed the core gameplay (being pirhana devouring people/objects/everything) but that experiance was marred by small bugs, enviromental issues and a general lack of depth past the skill tree. I would polish the next version (which I fully encourage you to make) to include a variety of maps and scenarios as well as some enemy variety (and meaningful abilities to combat that variety) while still keeping what makes this version fun to play (the core gameplay of eating stuff to get blood to upgrade and get better).
I hope this helped and Good Luck in future flashes! I look forward to Feed Us 3!
As I Lay Dying!
Rated 3.5 / 5 stars December 20, 2010
Unique game
The game has some very interesting gameplay ideas but is somewhat poorly executed. I love the idea of the game, but the unique elements are not well thought out enough.
Ex.- The corpse lifebar. There are levels that *Require* you to do some damage to the corpse thereby handicapping the amount of damage it can take over all. One misplaced throw of the corpse and you may not have enough health on the corpse to complete the level. Also, the functionality of throwing rocks at the crows to keep them away is somewhat sabotoged by the placement of the stones, frequently off screen away from where you left the body (in other words, you have no LOS to hit the birds).
Probably my biggest gripe with this game (and many games are guilty of doing this) is the artificial increase in difficulty. Forcing the player into situations that are fundamentally detrimental to the games paradigm. In this case, you are supposed to protect the body from damage, but portions of the game force you to leave the body to be ruthlessly attacked by bloodthirsty crows. Now this would be fun if the stone throwing mechanic was fleshed out but it isnt so it makes the wedge in the gameplay experience that much bigger. Combine that with the fact that even throwing the body a moderate distance damages it significantly, and now the wedge is a problem when they game allows for so little error.
Fortunately I see an easy fix for this particular issue-reduce the body damage from throwing or lessen the damage over time the crows have when attacking the body.
That was my biggest critique overall. The level design was simple but somehow apporpiate to pixelated games. The complexity was derived from the manipulation of levers and platforms.
The music was fine, not really detracting or adding to the experiance. The voice acting was fine.
Overall, I was interested to see what the rest of the game held in store as far as challenge, but once the body damage mechanic got out of control I quit, A player should feel challenged by the game's mechanics not blocked by them.
There is an excellent game here muddied up by some poor design choices.
Oh and being able to carry more than one rock would also balance the game some.
Good luck on future projects!
Recent Movie Reviews
Rated 3 / 5 stars February 29, 2012
I actually enjoyed this, for its purity in vision. The animation was certainly done in a certain style that Im not sure fit but it worked well enough. You definately have skill, just need to hone it some. Although the concept is simple, sometimes thats the best way to do a flash. Really, it doesnt make any obvious statement except on the ordeal of saying goodbye to a cherished friend. I think that appeal is what attracted so many positive reviews, and should not go undervalued.
I must admit, throughout the whole flash, you had me in suspense. I thought for sure the dragon was going to eat her. Then I realized how jaded I was by typical flashes on here. Oh well!
Well done and good luck in future flashes.
First off, thank you for leaving a review!
I've noticed that my art style has been getting some mixed reviews here on NG, and I completely understand that. I may have learned a lot in animation and drawing already, but I still have much more to learn. I will keep working away at it and polishing it, don't you worry!
That's another thing I like about this story: it only shows what it shows, but if you want to learn the lessons within it you've got to do some thinking and interpretation on your own part. They're not going to be spoon-fed to you here, nor are they extremely complicated to find. They're lessons you need to think of and find on your own, yet they answer a lot of questions about the characters' moods in the animation and why they act the way they do in what may seem like a really sad situation. And it is, but there is some happiness to find in this for those that seek it.
You're not the only one thinking that: I've been getting a lot of comments from people expecting the dragon to eat the pony or get blown away by a Dovahkiin or something. Not everything's gotta have cheap laughs like that folks; open your minds more! It doesn't hurt to stop and think every once in a while, does it?
Rated 2.5 / 5 stars February 29, 2012
I thought this demonstrated your ability to emulate Krinkels art/action style pretty well. You handeled the animations well but the complexity level just never got anywhere near what one typically sees in a Madness animation. It felt like this was many steps back and while you could technically say there was action, it felt neutered. There was no originality to this flash whatsoever. It showed scenes that are "classic" to the krinkel's versions but nothing to make them interesting.
Since the music was credited seperately, I wanted to comment on it. I thought it was fantastic. Very appropiate for a Madness animation and still had its on unique twist. Probably the highlight of the flash for me in all honesty.
I should say that I think Slayer is very capable of making good flash, I just felt like he was a bit lazy on the creative side for this one. But technically, very well done!
Good luck on future flashes!
Rated 3.5 / 5 stars November 3, 2011
Excellent Quality...
...but I failed to see the punchline, even after reading your author comments. To be blunt, I dont think it parodied anything you mentioned particularly well. It just fell flat for me. I didnt even get you were trying to make fun of TLC/Discovery channel. I dont think you were trying to mock sick people specifically, but just as a joke I felt it was a little weak. Just my opinion, which is what these ratings are all about.
And I think personally its just because out of all the elements you tried to paradoy, the most blatant one was the tumor on the kids head. Everything else was lost in its wake after that became the focal point of the flash.
I thought everything else about the flash from the art, animation, voice acting, and music, was spot on as usual. You do fantastic work always in those departments.
Keep up the awesome work, I think you are one of Newgrounds best. Good luck in future flashes!