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gargle-greg

132 Game Reviews

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A little disappointed that there was no boss at the end.

Solid. Played till the end, nice style.

Sharpnova's review was one of the dumbest I've seen, this was great. I did get a WebGL error on my first playthrough after selecting "I've got to go" though.

zephyo responds:

Same I was so confused. Thank you and thanks for letting me know.

This was the funnest game I've played for a while

I was also one of the most poorly made

Let me explain:

The gas mask feature was utterly wasted. Never once did I need to worry about changing my mask. I get that you want to be like Metro 2033 but this isn't the way to do it

The controls were crazy clunky and stuck on me multiple times

Bunny hopping to places is faster than walking (which is a big no-no nowadays)

I didn't like the art style

Regardless, I enjoyed the game, it was very fun and refreshing, fills me with hope that newgrounds isn't quite so dead yet

SeethingSwarm responds:

Thanks! Glad you liked the game :)

The reason why the controls seemed clunky to you and why they get stuck is not because of the game itself. It's because Flash player is struggling to keep up. Flash games are surprisingly demanding on your computer, especially nowadays that many game developers like me are pushing its limits. Try not to have too many programs running at the same time while playing and having other tabs open can also greatly decrease performance. Sorry this happened to you.

The gas mask feature is a bit tricky. I've gotten similar feedback from others about the redundancy of the gas masks, as well as quite a bit of feedback from people stating that they are really struggling with having enough gas masks and that they think the gas mask filters do not last long enough. I tried to balance it as best as I could and it seems like I did a good job for most people, but I'll keep this in mind.

Sorry you didn't like the art style or the bunny hopping :P

Thanks for the feedback and the nice score! :)

The first thing I noticed about this game was how it made me stop every time it had something to say. The second thing I noticed was that it would be, for the most part, an action choose your own adventure, which don't work. I'll explain why they don't work: A CYOA is not about having two choices, one of them continuing the story and one of them killing you. It's about making choices other than that. I don't want to be punished for trying to jump, and only then figure out that I was in an anti-gravity field. There was no way I could have known that!

Look at the game "Stealing the Diamond" for an example of an "action" choose your own adventure done right. When you die, you jump right back into the action, and you aren't punished for failure because each failure allows you to see a new result.

Here's an example of a choice I'd like to make: "You see a man lying on the floor, groaning in pain. Surrounding him are fifteen imps, closing in quickly. What do you do?"

As opposed to "go left or right?" without any indication of where they lead. If I go join the evil guy, why not make a path where I go around being evil?

I didn't like the art, but it wasn't bad. It was perfectly serviceable, and the aesthetic was alright. Pixels are good occasionally, and they were a fine choice here, but I would have preferred a different style.

I'm being harsh here. I think its because I absolutely love choose your own adventures and I've been waiting my entire life for a good flash game that properly captures its theme. One with dozens of multiple branching paths of vastly different variety. This game is not that. But it's close.

While playing a game like this, I want to feel as if there are so many choices I could never possibly explore them all. With this, I felt like there were just a few optional branches to choose from. It's a good little game, but not one I especially enjoyed. With a few tweaks though it could easily become my favorite game ever. As it stands, its an interesting time waster.

jdproductions321 responds:

Hey, thanks a lot for the review!

I get where you're coming from in most the stuff you said, and I'd love to make those fixes happen.

The problem is I am the only one working on this project. I did the game design, programming, art, animation, and sound design myself. I would love to put in LOTS more paths and choices, but as a college student who needed to get this done for school, I simply didn't have time. I more or less wanted to show what I was capable of making. If I get the resources in the future I will definitely try to make the more well rounded game you described.

Btw, since you said you like choose your own adventure games, you may want to play my other game :3 It may have more of what you're looking for ;)

Let's be honest here, the reason people play these sorts of games is mainly to torture innocents. We'll get board if you only let us torture them one way. Sure, we can drown them, incase them in rock, or shove so many of them into a small expanse that they starve to death, and that's great, don't get me wrong. But think bigger. In your next updates, I'd like to see war. I'd like to be able to throw in some dinosaurs, maybe a Cthulu here and there, and terrorize the townsfolk.

Oh, and I suppose you can add some things for the types of people that maybe don't like those things. Things like having them advance into a space age society and move to other planets. Or start making shrines to worship and/or taunt you. If they're running out of food, let us spam farms like madmen. Or, if we'd rather see if they can get themselves out of their situation, instead of letting God take care of all of their problems, we could throw some raptors in there and make their lives a tad more difficult.

How about after we get board of that space age society, and we blow it up, relics of their society are left over on their earth? Then, if we decide to make another few villages, they can find those relics and use them to advance quicker?

I think this is a great idea. Sure, it's been done to death, but not in this nice, pixel style. I'll spitball some more ideas for future versions. I had to give this a low score though, because its simply not finished. I'd love to give it 4 stars just for the idea and its sheer potential, and I will if you make it better, but as it stands, this game is simply not complete. And this isn't really the place for incomplete games.

If you end up adding a bunch of features to this game, I'd love to see a notification tab. Something like "The People of Planet A are at war with Planet B!' or "Village C is heartbroken over the tragic meteorite strike over Village D, the sorrowful random flood of Village E, and the complete annihilation through fire of Village E."

Well, I don't know about you, but that's what my tab would look like.

Conclusion: Good work, but currently there's just not enough here to constitute a full game.

It's amazing how a tiny design tweak can have such a dramatic impact on an otherwise stellar game. First of all, the pixely art style was great and really meshed well together. It looked and felt like a true homage to other old-school dungeon crawlers.

The controls... well, at first I raised an eyebrow at your choice. You chose to make the entire thing click based. Okay, so instead of using my arrow keys to duck in and out of combat, I just have to click everywhere I want to go. Not the best schematic in my opinion, but moving on.

The permadeath. I like permadeath in games. It makes the deaths feel real and adds tension to each battle. But for the love of all that is good and holy, WARN YOUR PLAYERS FIRST! There isn't even any hints that death will be permanent. In fact, you even lead your players to believe that there's a handy saving function after each world. When I beat the first world my computer froze up for a few seconds, and then told me that you'd saved the game. "Oh good," thought I, "I can now explore the dungeon a little more carelessly now that I- oh, wait, I'm dead. WHAT DO YOU MEAN IT DIDN'T ACTUALLY SAVE!? ARGBVHDBR"

Aaaand now I don't want to play again. So while your team probably spent a lot of time polishing out those later worlds, you just robbed a bunch of players from ever being able to see them.

Of course I'm not going to give this game a 0 for that. Obviously, this is a very high quality game. But rethink the controls and that death system maybe. At the very least, don't dick your players over.

You said it took three years to make this game, and it shows. Not due to the quality exactly, more but to the quantity of the whole thing. I sunk a lot of time into this, and while its pretty good there are quite a few things that need improving.

Firstly, the bully moves too slow. I realize this is done so you have to take your time if you want to avoid an enemy, but perhaps a sprint function that drains your self esteem quicker would be a nice addition when you just want to get from point A to point B.

Second, there's not enough voices for your enemies. While I certainly like that you added voices for each attack and I gave you an extra point for that, there are far too few and after a while it gets repetitive.

Third, and this is a big one, the combat isn't very good. While the idea itself kept me going... its just really REALLY repetitive.

Some nitpicks: You move faster going diagonally then any other direction.

Now for the good stuff:

The idea was AWESOME, I loved the idea of getting to fight literally everyone you see. The fact that the fat girls had guy voices was pretty funny, and I liked how some attacks damaged your self esteem. Animation was average but I forgave that easily. The fact that you lose self esteem and have to pay for saving your game sounds good on concept, but I can see that getting frustrating for many people.

Overall, solid game, I personally enjoyed it, though it was lacking.

This game is everything a JRPG should be.

That's why it doesn't entirely work.

Okay, I'll start positive: artwork is great, you've established a grand, epic backstory for the world before we even begin (and dumped it all on us in the first few seconds) and then we start the game.

The interface is pretty clunky, but it's functional at least. The battles aren't terrible, but they are terribly repetitive... though, that's to be expected. If you were going to take one thing from the standard JRPG format, you could've made it so that the party members are introduced gradually rather than dumped on you all at once.That way each one seems person and important.

Everything I've wanted to say has been already said by other people though. The game isn't terrible. It's not even bad. It's just... below average. Slightly over par. Almost there but not quite. I want to say it has potential, and it might, but not for me. I just don't like the grindy tedious format, because it makes the game feel like a chore. The artwork really is awesome though.

There's obviously a lot of work put into this, and I'll look forward to your future games.

I really enjoyed this game, it was pretty addictive and I had some fun with it. There were a few problems though. I don't like reselcting my units over and over again, the gameplay wasn't very fun and you kind of made it obvious we weren't the good guys. Maybe at the begging you could have us take over rulers who are quite clearly jerks so we think we're doing the right thing, then gradually move on to actually clearly good people to conquer, and we'll start to think "hm, maybe we're not doing the right thing" instead of it basically being spelt out for us.

Graphics were nice,gameplay was fun but a bit repetitive, my last gripe though is that you could've done a bit more with the setting by giving us choices. For example, you know how the level map is strictly linear? Maybe you could have it branch off depending on what choices we make. Like, if we chase the guy across the desert we'll need to fight him along with his allies, but if we don't then instead we'll get ambushed by the remaining countries, things like that which make us feel like we're really in command of an army. Good game!

Oh, hai there. Why are you on my profile? Geez, now I feel all uncomfortable.

Age 29, Male

Canada

Joined on 6/20/07

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