Age/Gender: 19, Male
Location: norristown PA
Job: Sofemore
I've vowed to vanquish these venal and virulent vermin vanguarding vice and vouchsafing the violently vicious and voracious violation of volition! The verdict is a vendetta held as a votive and such shall one day vindicate the vigilant and the virtuous.
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Whistle Status: Bronze
Exp. Points: 930 / 1,110
Exp. Rank #: 39,735
Voting Pow.: 5.19 votes
BBS Posts: 1,726 (0.8 per day)
Flash Reviews: 149
Music Reviews: 2
Trophies: 3
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All Flash Reviews
149 Reviews | 25 w/ Responses
Can't give you a 10/10, as it's too short, but you got a cool concept going on here. I really enjoyed it. Hope you do this again on a larger scale, with more options and levels!
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"More of a gun lesson than an art lesson."
Being a massive gun enthusiast myself, I followed along the gun history and gun explanations just fine, but I can certainly understand how gun-uninformed people could get bored/confused by this... particularly bored. Considering this flash is trying to appeal to artists, and artists are not exactly notorious gun collectors, the flash loses its focus a LOT.
We don't need a history recap on the first chinese uses of gun powder for you to explain how to trace a gun... and thinking about it now, you went into VERY LITTLE detail on how to properly trace guns to make them look good like you do. For example, making radial fills work for realistic effects, how to make the muzzle flash look blurred, how many frames the muzzle flashes should remain, how to set the weapons up as independant symbols, or in segregated layer folders so that you don't end up with hundreds of layers everywhere...
Your guide basically went "Here's my work, here's the history of guns, here's how guns work, these are the different types of guns, here's a gallery of my guns, bye". There's nothing "Ultimate" about that.
Author's Response:
Wow, I'm impressed by the amount of effort you put into this review. Rare to find such constructive critism nowadays. But, I won't be responding in such an elaborate manner, because, really, all there is to say to it is essentially: You're right.
Come to think of it, the tutorial really isn't that helpful and in fact, more of a disguised showoff. I really should have elaborated on different drawing and animation techniques. I actually have later made another tutorial which went in detail about tracing high detailed guns.
But, in retrospect, I'm not even too fond of that anymore, and, as I said, it is limited to this very section.
However, I won't attempt to do better, because nowadays, I have other things on my mind. Also, while certainly not "ultimate", I've called this Gun Tutorial Ultimate. And honest, it would feel really weird calling it "The really more Ultimate Gun Tutorial, serious now!", wouldn't it?
So, I'll keep it with this tutorial, if anyone wants to make a tutorial that's more "ultimate" than mine, I'll be happy to see it myself.
Well, that's it.
~ scrimpy
/tl;dr: yes.
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This game introduces a number of new concepts at once, relying less on complicated thought, and more on a constant stream of fast reaction on the players part.
The disorienting nature of the game is uber! I liked it. It breathed some new life into the old genre of block games, and it didn't feel like a crapshoot.
One complaint however... The upside down modes, and the colors modes are all fine and dandy... but I think the black-and-white mode is just unfair. I went from 1 locked down row to all of them locked down except 4 because of that, and once it went away I cleared my screen easily. WAY too much of a difficulty spike there, I was basically just sitting there clicking bombs and lasers waiting for it the color to come back so I can rock and roll..
I give you a 10/10 though, and a 5/5, because I want to see more of this. Maybe you could apply these gameplay elements to other classics.
Author's Response:
I agree the black and white needs rebalancing for sure, especially on the first 2 level-7 and level-14. The disorienting aspect was going to be a lot heavier but the engine just cant use any more processing without going overboard.
Thanks for the good review! :D
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"Intuitive simplicity prevails yet again!"
A simple game with a simple storyline I'll not spoil. The game flows flawlessly, and challenges the player without over-frustrating them. It kept me really engaged, and the comments in the background kept me wondering what was going to happen next.
It just goes to show you, that it doesn't take obnoxious music, huge explosions, rediculously complex storylines, finely detailed art, and hours of content to make an incredibly satisfying game! What makes a good game, a good game, is how fun it was.... and this was SO fun.
The (wonderful) backstory didn't really leave itself open to a sequel, but there's so much potential in the puzzles themselves, I wouldn't be disappointed if you simply released a map-pack for this. I really want to see more of this!
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When one thinks of parkour, or of free-running, there's a sense of fluidity and freedom. Following a perfectly linear path doesn't necessarily negate that, but the pause every 3 seconds breaks up the feel of the game so much there DEFINITELY isn't any sense of fluidity or freedom.
Using the mouse in this style of game is rather original, but clearly doesn't work... You would have been far better off using the classic on-screen arrow key style and doing away with the pauses. It's cookie-cutter and every game uses it but that's because it works.
7/10 is me being as generous as I can possible be with a game that just wasn't fun. It was interesting, but not fun.
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"Long live these types of animations!"
This is just good fun carnage! I hope these never stop getting made.
Complaints? Well, I think there's a little too much going on at one time. It doesn't allow the viewer to enjoy each death with 2 things happening at the same time always. I think sound could have helped a lot in this regard, drawing the viewers eyes to the biggest sounds.
Also, I think it would have been nice if it worked at a slightly higher framerate.
But that me being critical as possible. I love it.
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If you don't like the charger I can't imagine what you think of the smoker. It has the highest-nontank infected health in the game, deals the highest non-tank infect damage in the game, is capable of closing distance fastest only second to the hunter, and is capable of knocking a player back 80 feet away from the group in a split second, way faster than the smoker could ever hope to. AI doesn't understand this, and that's why it sucks. AI just runs around slashing people... as does every other SI class. Put the charger in a players hands... I assure you, it's gonna rock peoples socks off.
Kinda like the boomer. The boomer is trivial as hell in campaign, the few times he DOES get someone he only gets that 1 person, and even if he gets more than 1, the ai hunters never take the opportunity to ambush anyway... Yet when the full-game released we all fell to our knees to the glory of the boomer; THE most essential class in L4D1.
I suspect the charger will have a similar (if a bit less dramatic) of an effect.
Otherwise, the animation was overtly simple, there was very little movement, and very little art. Very little message, immature and uninteresting dialogue, that appeals only to a very small audience. The sheer purpose of this animation was to petition... That's fine but at least do it in a good way... Just because anything you submit will get front page doesn't mean you should halfass your work.
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I loved it! Very entertaining. Just goes to show you, tasteful animation can still be awesome.
Author's Response:
That's the best complement I've gotten on this. Thank you so much. <3
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"It's difficult to believe it took a team of 3."
According to the author and file info, it took 3 people to do this... An artist, a writer, and a voiceactor.. Yet the art was poor, the writing was unsatisfactory, and the voice was painful to listen to.
Artist: If I had to describe the art, I'd say, "Rushed". It looks like it was throw together as quickly as possible, like 2 or less weeks week. I think sound advice is to pay more attention to detail, and invest more time in fluid character movements.
Writer: I'd describe the writing the same way: Rushed. The script and songs look like they were each thrown together in a bored afternoon.
Voice: Maybe I'm missing something, as many of the voices sounded so bad, I'm guessing they're SUPPOSED to sound bad. What really annoyed me was the mis-sync of the voices, which shows a lack of communication between the artists, and a laziness in general. Nobody sang their part at the tempo of the song... at the very least you could have taken the voiceclips and edited them in Audacity or some other free, easy to use audio software.
I know this is from late 08, but looking at your latest Pwanchi flash, it's not much better.
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The theme, the graphics, and the fungus-growing-back effects were awesome.
It was cool the first few times lvls... i guess.... but it got stale FAST.... Maybe a way to improve gameplay would be to have different TYPES of fungus of different colors or texture. Maybe one fungus is weak but highly regenerative, while another is tough but not regenerative, etc. Or maybe ugrades placed at the more erotic areas of the picture that give you more powerful lasers etc when you touch them... That way there's an incentive to do something more than carve from one side of the screen to the next, and to speed up the process once you've uncovered the best parts of the picture.
And I don't know about anyone else... But zombies are real turn offs to me.
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