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61 Game Reviews

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Cool idea, nice art, really hard

It's way too hard for me, so I only played up until I ran out of saves at the bats in level 2, but I think this is a really neat idea and I like the style of it a lot. The music and graphics and everything work really well together.

CPU-heavy slow-mo collect-avoid game

See title. That's what this is. I'm not on my regular machine, so I can't tell if the intense slowness of this game is partially because of the speed of this computer or not; but even if it is, it's a completely avoidable problem. The game's graphics are nothing but little green blobs and some kiwi slices, and all they do is drone around and sometimes come towards the player. That's all fine and good, but then they're slathered with blur and bevel filters, and the whole thing is stuck on high quality-- making the otherwise simple graphics need a computer that could run Crysis or something. And then the gameplay is completely nothing. Collect, avoid, upgrade, repeat. I played to level 4 to see if it got less boring. It didn't. I spent my upgrade points (which required waiting 7 seconds-- SEVEN SECONDS-- for the upgrade menu to come up each time) on more fins every time, in hopes of achieving speeds greater than those of a lethargic inchworm. No such luck. With as many collect-avoid-upgrade-repeat games out there (I'll call them CAURs now, because it's a genre that warrants an acronym), in what way would making one that's 90% slower than all the others be an improvement? Also, that's a really long sponsor splash screen, which makes me not want to visit the site. Just saying.

Side-scrolling shooters

I like the art, and maybe there's more to the game after the first level; but the boss is way too hard. He's too hard to line up with while his weak point is exposed, and it's almost impossible to land any significant number of hits to it and still get out of the way in time to avoid the instant-death-beam that starts up again immediately when he closes his mouth. The power-ups are hard to collect in the first place, and then there are none to collect when you die during the boss fight.

If it was a 3-hit boss, it would make sense for it to be that difficult to land a decent attack on him, but with a lengthy HP meter like that, it's harder than most final-final bosses.

Unless that IS the final-final boss and the game just repeats or ends if he's defeated. In that case, the game's too short too.

Just when you think it can't get more pretentious.

Good game though. But it would have been just as good with fluffy sunshine and rainbows as it is with leftover teen angst and thinly veiled special personal feelings (feelings about egocentric self-doubt and gratuitous pseudointellectual morbidity, and sighing drugstore snowflake-ism). Better actually.

glitched

I'm getting an output window with this...
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at MusicBackground/Play()
at Menu/Show()
at flash.events::EventDispatcher/dispatc hEventFunction()
at flash.events::EventDispatcher/dispatc hEvent()
at Tetrokill/addedToStageListener()
at Preloader/init2()
at Preloader/onEnterFrame()

Looks like it's got a problem.

More like TD-ous

This isn't a BAD game and whoever made it obviously probably worked pretty hard on it. But it's just like all the other TD games. Except that this one pretty much just starts you off with the exact same stuff each level, so there's not even any incentive to keep moving on through all the levels. It gives you an ass-ton of gold for beating the boss, then the next level starts you off with the same 300 and the same towers to buy. So every level is the same, only longer and shaped different. It boggles the mind a bit.

This has potential.

Here are my suggestions:
- Rework the controls. Going between using the mouse and using both hands on the keyboard is kind of a hassle. Maybe have pressing the space bar or something in front of doors to enter them, and to go through text boxes. Also the keys for fighting are a little weird to me. A, W, and C? They're kind of oddly spread out over the keyboard that way.
-The colors. Do something about the colors. They're all very bright, which is fine, but they clash. Bright blue, bright green, and bright red all kind of buzz when you have them near eachother. Do a search for "color theory" on your favorite seach engine and check it out. Or skip reading about the theory and just be sure to adjust the brightness and saturation of the colors you're using (HELPFUL HINT: Use Flash's color panel and switch it to HSB mode instead RGB to make this much easier) until they start to look really nice together. Good color choices can make any art look at least twice as good as it would otherwise, and it's pretty easy once you get the hang of it.

I like the story and the dialog, because they come off as unintentionally funny (which they may actually be) which is kind of more fun than intentionally goofy stuff sometimes. Disregard this paragraph for now, lest it interfere with what it's referring to. It works, so just go with it.

And that's all I got. Keep at it.

MitchellHache responds:

Thankz man and ya I know what you mean about the colors so ill look up that color theory!

Red background and white text.

It's not easy to mess up the graphics in a text adventure, but you managed.

Gameplaywise, it's a multiple choice "guess what I was thinking" trial and error thing more than an adventure game.

Either one of those faults by themselves would be pretty bad, but together... yeah, no.

0 lives bug

This is neat. Totally not what I expected. I really like the animations in these rat things of yours.

Right now though, it's got a bug where nothing happens after you die and you're out of lives. It just stays on the same screen and the enemies keep running around. (Or is that intentional?) I'm rating it as though that's already fixed anyway.

Age 42, Male

Plotting & Scheming

I've got a BA.

Pennsylvania

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