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Flash Reviews: 16
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All Flash Reviews
16 Reviews | 1 w/ Response
An all new concept I've never seen before, and what a massive amount of thought put into the game. I also must comment on the progression through levels, in which the difficulty was very well balanced, if not the most balanced I've seen yet in any puzzle game.
The music jumping up in volume and in variety when the light consumed more of the level was very intriguing also.
I liked the little break level put in at the end, don't see that too often, I find it rewarding. And the way the credits scene was themed and in part controlled by the player.
Thank you for this game, I'm immensely impressed.
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Well, it's...interesting.
It's definitely not among my favorite of jumping games. The comments claim that it was intentionally made difficult, but I couldn't help but think it was just...sloppy, and the maker didn't really care about the gaming aspect of it since its purpose was to serve as an advertisement. (I don't mean to offend the author, of course, I'm just letting them know my first impressions)
However, it achieved its purpose. I liked how it was seemingly old style with pixels and sounds, but the music and in some cases the backgrounds made it appear new. This, though, begged attention as I noticed I wasn't as occupied with the game as I was the tune of the song.
But as for gameplay.... ehhh =/. I'd just stick with an entertaining ad.
Author's Response:
We di put a lot of effort in to the gaming aspect. We knew frmo the start how and where the Lily Allen links would be so spent most of the time developing the game. The levels were designed to work specifically by timing this correctly. Once you know the pattern of movement you'll find it easier
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I'll say what's been said before, yes, very similar to the castle crashing beard.
I did like the weapon upgrade idea, thought that was cool. It'd be nice if there were more. I didn't really enjoy how in either case they end up the same weapon, and even when you finally get there due to the rarity of gems, you barely have a chance to use it before the boss dies.
There's an error in the game that might have already been mentioned, but I don't care to read over 300 reviews to see if someone already posted it, so for the sake of players and the chance they haven't been stated already:
The amethyst and the adamantine gems are switched. Watch for the gems you pick up from the mouse, if it's the amethyst you pick up, then it's the one you have. If you press spacebar, the adamantine and the amethyst are switched, so it would tell you that you have 1 adamantine and no amethyst, when in fact it's the other way around.
I noticed the update making the drop rate higher on the stones, I dunno if it was in effect though. In the normal difficulty I managed to upgrade to the highest, but on the hard difficulty, I couldn't get a single amethyst to advance me to the second upgrade. I don't know if this was intentional or not with it being on the hardest difficulty, but I fought until I died, but probably would have won if I spent the time killing the boss instead of chasing the friggen mouse. To this, I suggest a higher drop rate of stones, or maybe the possibility of trading the stones you have plenty of (like 3-4 regulars for one amethyst or adamantine)
Some of the bosses moves are virtually unavoidable. It wasn't so bad because they didn't hurt that badly...I just hate the feeling of having hardly any control over my defenses. The moves where he shoots into the air and came down was a tad annoying. Disappearing to the side and charging out was also barely avoidable, and if one did, it involved luck, unless I've studied his moves wrong. For this maybe an extended use of the stamina bar to not catch bad timing. This could also help players catch up quickly to the mouse after getting an unexpected hit. I know it recharges fast, but its depletion is extremely rapid.
I did enjoy the game though. The customization is always a good move, and the swords looked pretty cool. I think an extended range on the weapons as they upgraded would make a cool difference for the mouse and for the boss.
The leveling aspects and the points in attributes were well done in my opinion, quite well balanced. All in all, a pretty decent job.
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I heartily enjoyed this game.
I loved the music and the sounds. Enjoyable concept, lots of cleverly designed levels, there was one issue on one level where the random movement of one of the pieces unavoidably led to defeat, so you had to rely on hope, but it's not that big of a deal as far as I'm concerned. Well done!
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These aren't usually my type of games, but I do them because it is fun to get creeped. Starting out, I thought it had very good potential. The background is a bit dark for a game, however, it'd be just that dark if not darker should you be in the situation. There were a couple flaws in the logic, as I read in other comments, why could an axe cut through chains and not through rope, but better yet, why not just keep the axe and wait for the guy behind the door *shrugs*
Getting back to the game though! I think it would be nearly impossible to do this game without using the walkthrough, and the only way one can is if they die repeatedly, in which case they'd more likely get frustrated and stop, or read the walk through. Stopping leaves them angry and giving bad taste for the game, and reading the walk through, for an individual who tried very hard not to use it, would ruin their fun.
I liked the scenery, it was creepy, the music worked somewhat well too. The killer's threats were kinda weak, I was definetely not afraid of dying again, the end wasn't really violent or fearful, and even though I'm not fond of those kinda games, I still found it weak and was expecting an awesome yet disgusting end.
To make this a great game, I'd make it more simple without the need for a walk through, but still including one, creepier end so people get their adrenaline up with fear are encouraged to step it up to avoid dying. Newer ways with a candy house of weapons to kill the killer would be sweet, to make it interesting, maybe show an expression much like the corpses through the game showing fear and anguish on his face, so the player can feel that they actually accomplished something.
Just some thoughts....
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It was a great new concept, never played a game like it. The only thing that got irritating was the last guy. He is very difficult, and it's obvious that he's supposed to be, but you only really get 3 tries at him due to the fee. Sure, you can use the bonus games to get money, but that money is waaaay too minimal, it'd be faster to start all over and duel all the guys to get to him again. I get that it might be all purposeful to increase your skill so the last guy would be no problem, but some of the game is luck, especially obvious when the target is nearest to the guy you duel. When it comes to luck, and things beyond your control, currently with the bonus game rewards, $300 would be extreme, but $1000 is completely insane!
Other than that, I had a lotta fun, good game, creative concepts.
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This was a well done game. I got angry at the kangaroo a few times >.< but yes, it is quite hard, and it got incredibly frustrating. I would suggest staying away from things people would have no clue about (mountain peaks?) And for the answers with fewer letters, maybe extend the amount of mistakes one can make.
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I loved the idea of this game, very creative. I agree with other posts when they say that the combination of the restoration blocks with the reviving blocks is too insane. On a few levels my life bar filled up completely when I attempted to complete the levels. You could maybe make the ball more easily controlled, but that would probably make the game too easy on the other levels, and it just wouldn't be the same Noidzor. I would tone down the healing, or at least make the healer blocks immune to healing themselves, or healed by others.
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The animation was purely poor, the story line kinda had no point, and I guess in that sense it was supposed to be funny, but...at least in my opinion, it didn't pull any laughs. It just got irritating to watch.
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Very well done flash, laugh out loud funny. I'm so very glad the camper died.
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