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Skeik

12 Game Reviews w/ Response

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Interesting but you got to make it so you can restart quicker. You can crash in like 1 second but it takes over 5 for those lights to count down. It gets really frustrating.

Also, might want to make the game open in the map select screen. Someone who hasn't read the controls won't know there's more than one map.

Nixu0101 responds:

Thanks for your feedback. The game is not ready yet. I published it here to get suggestions and new ideas

Can't copy my review from the stolen version

I've always enjoyed your games, no surprise I liked it even when you didn't upload it lol.

But like I said before, I love the atmosphere in the game. You made a lot of great choices in where to reveal information and not at the beginning of the game. Very immersive for a flash game, even if inspired by Shadow of the Colossus.
Story made me play through to the end.

The only problem is that there isn't much to the gameplay other then vanilla platforming. I know I'm climbing these epic creatures, but it's just jumping from platform to platform to get to the top. No really challenging parts, puzzles, or enemies. If it had more gameplay depth it would be 10.

I should've known something was off when the guy uploaded the game at the wrong ratio, without an icon. I thought he was just new to the portal.

The-EXP responds:

Cheers Mr Skeik, always a pleasure when you play my games. The gameplay was confined in alot of ways to what could easily be done with the collision, but yeah I kept it simple, maybe in a sequel or somethign I'll add in a more robust climing engine and some physical style puzzles.

Very closure like, I think you should mention it

You can tell that the art style and to some extent the gameplay were inspired by closure, but it still stands on it's own as a game. I really feel like you should of put some credit toward Closure, but that's not really necessary.

I like the idea behind the game but a lot of things were hard to use or didn't make sense. I'm not entirely sure if it's what you were going for, but I think using the ball and the radiating circle to simulate the senses of touch and hearing was pretty damn clever.

The only problem is that the ball and the radiating circle don't give you enough detail of the surrounding ground to do anything. With the ball, the mechanic works, it's just very difficult to use. I can't really think of any time when I needed to actually charge the ball up. Being able to throw it outright without any charge would've worked fine, and it would've made it much easier to use. The radiating circle could've been wider also.

Just changing those little things up I would make the game a lot better, in my opinion.

idiot-monarch responds:

I'll disagree actually. I couldn't really come up with another way to portray the concept than with the minimalistic black and white art style. We weren't actively trying to copy Closure. We were actually dreading being compared to it (not that it's a bad game).

But thanks anyway!

A few problems

Leaking by spawning creeps was a constant problem. You absolutley COULD NOT put corners in this game, or else they would leak like hell. Non splash ghost towers were much more effective then splash ghost towers, which didn't make any sense because the game said otherwise, a lot of the time ghost towers wouldn't even try to hit some of the ghost enemies that flew past them.

It's a pretty cool game, it does a lot of new things with TD by those problems are very aggravating.

HeroInteractive responds:

Ghost Splash towers and Ghost Towers each have their own uses and are better in different situations. I'd consider trying to have one or two ghost splash towers with a range boost tower in between. It really does help.

For splitters, you will want to cover corners where you have weak points. You do not need to cover all corners, just have a plan for when leaks occur.

Thanks for the feedback!

Great game, just a few things.

I dunno if it's just me, but the health bar was really confusing. I couldn't tell that the armor was going back, I thought the HP was increasing. Having the score pop up saying +10 was also confusing, and I thought that me attacking him was just healing him. So I ran around until I realized I was stripping his armor.

If you would have the pop up amounts show health lost and gained, it would be a lot less confusing. But that might just be me.

Good game.

MindChamber responds:

sorry about that I realized that after it was already up, its just adding to your score,

I can't help but feel fustrated

I mean, this I'm not saying anything against you or anything but really?

I sit down for four months making and redoing a game that has a whole bunch of gameplay options and has 3 different levels and it gets a 3.4

You sit down and make a game about dinosaurs shooting lasers that has one level and one or two ways to play it, and you get a 4.2

I don't get it. I hate to sound narcissistic and I'm certainly not targeting you but I don't get how I get my game gets devoured in score by things Easter Bunny Differences, and Ackbar. It's like all the work I put into the game means nothing because it's not funny and it's not cute, and nor does it play off anything popular.

I dunno. Nice game though. I just felt a little constricted by the stairway part, and the splitting enemies felt a bit thin. Like after they split it was hard to aim the beam right. And I had to laugh at the whole idea of it.

Nice job.

I-smel responds:

OK I thought this would come up after seeing you'd just submitted yours.

Firstly, its really just unfortunate that these get released side by side. I finished this game about 3 weeks ago, and I would've rather submitted it then. But shit got complicated and now I'm finally putting it up.

Second: You probably don't think this but I bet alot of people do, so I might as well just say- I didn't make this for it to be popular. I literally thought of it in the shower, then jumped on a computer and drew it. It seems like I did, because it's about robot dinosaurs that shoot beams when they roar, but the whole game is meant to be a tribute to retro cartoons like Transformers, Thundercats, Biker Mice From Mars, Dinosaucers etc that were crazy over-the-top and fucking stupid. I'm making fun of those cartoons with this game, but I don't think alot of people noticed.

THIRD- It's not fair that this game gets a higher score than yours, but that happens to everyone. Cannoncrotch has a score of 3.89, and when Crunchdown was submitted it had a score of about 3.75. When I finally release YeahBabyGoYeah, I expect about the same. And now here's this fuckin stupid joke game about dinosaurs that beats everything I've ever made. About a year ago that would've bothered me, but I've just learned to accept it at this point. You can either accept it, keep making original games and naturally just get better at what you do; or you can refuse to accept it and turn into one of those stupid bitter idiots that hates Newgrounds and complains about the how the voting system's broken or whatever. I did the first one, and it's working out pretty well.

4- Making a game bigger does not automatically make it better. It's a hard thing to get over, but sometimes we like small games. I mean come on: I'd rather play Portal over Oblivion any day. I'd rather play Street Fighter than Civilisation 4, I'd rather play You Have To Burn The Rope than Sonny 2. People like to play simple games, and it's alot more fun making this in a couple weeks and getting it out there than spending 5 month none-stop on YBGY.

5ifth: Don't blame your game's popularity on the audience. I'm not saying you are, but you might start to. I did with Cannoncrotch: I thought the only reason this game's not popular is because it's not a Super Mario parody. Don't fall into that trap, because there are plenty of reasons for your game to get 3.38. The enemies aren't evenly spaced and they overlap alot, the dialogue's really generic, the bullets don't show any impact, and why does the first boss have arms and legs if he never uses them?

Long story short: You gotta roll with the punches. Don't let this game discourage you.

Nice emulation

What's funny is that Mike on newgrounds did the SAME thing with a more notable game, and he got little criticism

EasyRetro responds:

DOOM :)

Nice

I didn't like the camera being so small, but nice game.

But yeah, on the flip side, now everyone's gonna think my new game is a copy off of yours XD. I've been working on this game for the past month, and were getting close to releasing it and we find this. Kind of disappointing, seeing as how our game is gonna get a lot less exposure due to this, but I guess it couldn't be helped :'(

To verify we didn't copy off this idea, here's the level maker. http://spamtheweb.com/ul/upload/03040 8/59780_Adventure_Map_Maker_Game_inte grated.php

The-EXP responds:

YOU STOLED MY IDEAS

Just Kidding - That editor is very confusing! Could you PM me some instructions? I love level editors.

Congratulations

Nice game, it have a perfect difficulty increase, it was fun and the graphics were awesome :3

And also, I made Wiggi Rush, not eggy.

WarpZone responds:

Whoops, sorry about that! :x I had Wiggi Rush mixed up with Wiggi Fun Run. :P

Glad you liked the difficulty progression. Not everybody was pleased with that. But I suppose that's unavoidable. The important thing is, most people liked it, the kids liked it, and the judges liked it.

And really, I suppose a few people going "too hard" at the hard parts and "too easy" at the easy parts, is probably a good indicator that it is, indeed, pretty balanced!

Sorry buddy, but I doubt you'll win :<

As awesome as this is, I must say its more like a technical demo then a game. Its not very entertaining, but an A+ for effort and showing off spectrum data.

Also, I get a flashing white light sometimes when I pick up yellow wavelengths. My eyes feel raped. But, most other people don't seem to get it, judging by reviews. So its cool.

Glaiel-Gamer responds:

that's the strobe light powerup

Matthew @Skeik

Age 32, Male

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University of Toledo

Ohio

Joined on 6/19/05

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