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8 Game Reviews w/ Response

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Meh. The presentation was much better than the game. The retro load screen, the custom retro sprites, the pause menu, even the music all fit really well. But the game wasn't any good. There wasn't any clear objective, besides not falling down. There was no real skill involved, and no progression, just loops.

Orandze responds:

I'm sorry you felt that way. It was inspired by the popular childhood game of the same name. Due to children's imaginations, the scenario they picture while playing games is often a bit aggrandized. This game is intended to be my interpretation of what a child might imagine while hopping along furniture trying not to touch the floor :)

Feels like a real game.

Instead of trying to recreate the original game in flash, you have created something new and equally entertaining. Entering the combos after selecting the moves kept me enjoying the turn-based battles (which are an aspect of RPGs that I usually hate). I also liked the leveling up options, which actually had an affect on gameplay, and the useful ability to go back and re customize the selected stats. The story was also well constructed, yet brief enough to keep the fast pace of a Street Fighter game (loved the Rocky IV reference in the Russian fight as well).

On top of all that, it was challenging. I still haven't beaten Akuma, which makes the whole thing feel more legitimate.

Overall, excellent job, looking forward to more from you in the future.

Muja responds:

Thank you so much, because I really put a lot of effort in it, and it's very satisfying to read a review like yours.
Ehehe, Akuma is pretty bad. I'll tell you this secret... Even I, who programmed the game, could defeat him only once! Then I lost again, a lot of times! :-D

This is shit.

You have no sense of perspective. A simple code to have the character increase or decrease in size depending on it's distance from the vanishing point would have been a huge improvement. Also, you suggested that having the bushes there, which the character would move behind after a certain amount of walking, would create a sense of depth. It doesn't, as they're all on one flat layer. This is just 2D, there's no .5 about it.

THEKRAIDSTER responds:

Well, if I add a section about walls, then it would be more 2.5D and have the character not go off-screen.

I'm colourblind...

The question where (I'm assuming) you have to pop the brown balloon as opposed to the red ones, is damn near impossible for me, but not impossible in a fair way... If it was blue and red I'd be fine, but brown and red just look the same :(

That said, the quiz itself is good.

Splapp-me-do responds:

Ahh, crap... sorry about that. It never crossed my mind :( You can always skip it (assuming you find the first skip)

I can't play...

The game concept is solid, and the opening animation really set the mood, but, unfortunately, I can't play the game, and that's because of the button configoration.

I have a laptop, and, therefore, no numpad. The standard 7 and 8 buttons don't work, so pretty much all I can do is walk forward and back.

I suggest, if not an option to choose your own button config (I've seen games where you click on the action (e.g. "high attack") and then click the desired button), then atleast set the same controls to several buttons, each set for a different user (e.g. ijkl to move and as to attack and defend for left handed players, wasd to move and op to attack and defend for right handed players)

I reviewed your first one aswell...

What exactly did you do different in this?

It still wasn't great, the idea's been done before and better. Again, you forgot to tell the user to delete the white background around the sprites. And you should've used trace bitmap, as opposed to break apart. The animation for each part went too slowly aswell, meaning if someone wanted to check a certain step again, they'd have to wait ages. You should leave the buttons there constantly, with a "goto and play" actionscript, so the user can click through all the steps much quicker. The song was fine, but the quality wasn't great, and if you want people to actually enjoy this submission, as opposed to just using it, you should offer a choice of songs. Do all of that, try and make the presentation abit nicer, and THEN resubmit.

Shawn responds:

First off there is no white background and trace bitmap is little to hard to explane in a tut for the fact i could tell them but they still won't under stand it, and i changed the bottons so there not all over the place and a botton to turn off the music and i correct a few erros, and replaced a few pictures
Thanks for the review

This is gonna cause some awful animations...

You should have told them to click on the background of the sprites and delete that (the white background that the original picture was on). Otherwise they're gonna have a white square around the figure if they try to put it on a background. You should have also mentioned to zoom into the sprite after onion skinning, so you can place the second frame exactly on top (e.g., matching marios face to the previous one). That'll make the animation look far smoother, and abit easier on the eyes. You could have also suggested turning the frame rate up to about 20, because even though its not really part of the tutorial, I just know that some people are gonna see that, and make a really choppy animation that looks awful then submit it.

The way you designed the tutorial itself wasn't bad, but you didn't go into as much detail as you could have. And the file size was much too big for what it was, you should have looked into compressing the sound before you submitted it.

Shawn responds:

Thanks for the advise.

i did it!!

i beat the game! =D and this is the first game on newgrounds i've actually been bothered to play through to the end! twas cool, hope you make a sequal

io3creations responds:

Cool! I am making a sequel :)

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