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vest816

51 Game Reviews

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I believe I've seen this before.

Definitely nowhere close to original. This looks like a carbon copy of a similar helicopter game, which also has obstacles and the like all over it, and has the exact same "click to go up" gimmick. Basically, this one doesn't have a lot of originality to bring to the table with exception to a visual "upgrade" which is actually quite cluttered and difficult to read.

If it wasn't a game that I've seen cloned so many times, I would be giving this a higher overall score. But even then, the physics aren't even up to par with what other games of similar construct have delivered, and unfortunately, I can't rate this one very highly.

Very subpar.

Hate the music. Hate the background. They're both killing this game very badly. Some of the scripting is just ridiculous, like that loading rubbish when you push reset. What's that about? Seems like somebody just got lazy with their flash scripting.

What about that "hand" thing as the cursor. Doesn't work very well. Too large, too cumbersome, and it doesn't even read as a hand at first. I thought I was waving a large disfigured penis at her.

Overall, it has these features which makes it seem as if it was done by a preteen with a little spare time in one afternoon. Terrible music in the back that can't even be turned off. Simply ridiculous shape-tween gradient background. Unoriginal artwork as a focal point. Yeah, not much to compliment on this one.

I recognize it as being a first start, and let's be frank, we all suck in the beginning. Hopefully you take a look at your game in comparison to others in the genre, and see where some go right, and others go wrong with an objective eye. Because as a dress-up, this just contains the basic essentials, and a few gimmicks that are very detrimental to the gameplay experience.

Why didn't Nintendo do this the first time?

I'm afraid I'll never again be able to play OG excitebike after seeing just how awesome the game is with tricks involved. That really is something sweet, has a good "tuned up" feel to the original, and I can see a lot of revamped work on both the visuals and playability of the game. However, I didn't like the music during play, and unless I missed something, I would like there to be a music "off" button somewhere on the side or in the options.

Again, I'm not discounting the existence of such, I just didn't see one while playing.

It's a phenomenal game, though. Really well done. Good work.

Holy mother of Hades!

I'm...I'm just...speechless.

I can't even begin to describe the degree of awesomeness this game exhibits. You guys seriously, SERIOUSLY, should receive Nobel Peace Prizes for making this game, because all violent tendencies I have developed because of the fanatical coverage Kritney has gotten...all that rage...

...GONE!

I am at peace. I am like a monk who has just reached Nirvana. My soul...is soaring.

A 10 out of 10.

(Now pardon me, I've got to go change my pants)

It's okay, but not groundbreaking.

Not really a button tutorial, as it doesn't go into any detail about the action scripting regarding a button. It's just making a button object in a particular style. So it's more of an aesthetic formula than a technical tutorial.

Also, my speakers had a mortality of sixteen seconds before I chucked a brick through them.

As dressups go, I like it...

I've never really liked dressups just because they usually have no creativity or (even worse) zero artistic skill driving it. However, Squats is different, where he isn't pushed to be sexy like the other dressups, but just maintains fun with a solid consistent cartoon style that compliments good basic character design.

By the way. Blonde spikey hair, wolverine claws, Darth Maul saber, hockey mask, and santa hat. FOR THE WIN.

xock responds:

thanks! ill be adding more in later if it passes. I like how squat turned out. hes simple, but different.
thanks for the reveiw

It's the formula for shading a background.

It's a formula. Not really a technique. For backgrounds, you skipped MANY important steps. Horizon line. Perspective lines. Then layout. Focus. Flow. Staging. Placement of characters. All of those steps were skipped and bypassed straight to "here, lines" *thud*. But if the lines aren't even any good, then the background shouldn't go any further.

This is a formula for shading. Not for making a background. So it has some utility, but not the degree which it advertises.

autowepon responds:

meh, i guess your right

There was an episode of Mythbusters...

There was an episode of Mythbusters that suggested such a thing could happen in real life. Disappointingly, though, they proved that it was absolutely bogus. What a downer.

Regardless, you take that myth, and bring it to life. With jetskis. And fat people. So you win a lot of points for having a really solid concept on something that comes close to my heart. Dropping scuba divers on forest fires. Memories...

As tutorials go, this one's just ridiculous.

Unfortunately, I can't be nice about tutorials like this. It looks like it was conceived by a twelve-year old and here's why. It has this obnoxious GOTH overtone, which right off the bat obliterates any sense of helpfulness the tutorial has. Red text on black background? Hellooooo...that's each character like a fork in the eye.

And System of a Down? You wasted all this bandwidth so I can download Chop Suey!? Doesn't that seem at all in any way in any semblance cheesy? Tutorials are quiet boring affairs, and decorating it with wasteful rubbish like CHOP SUEY blaring in the background is the most detrimental element this piece has against it. Talk about a horrible waste.

Crap wording. Crap look. Crap layout. It's unapologetic crap.

stormviper responds:

why don't you just go make a tutorial and then you can say its crap you lazy mupit...

Awesome feel

I think this game is really good, but has potential to be absolutely amazing. If you wouldn't mind just a few humble suggestions from a fellow game designer, I'd be glad to give the following ideas.

Perhaps a reloading animation? Even a little progress bar just to show how long it takes to reload. This would help me as a player to anticipate when reloading will end, and help me get my cursor back in line.

And then, just before it gets too long, a border. It might be annoying to reprogram all the scripting with new dimensions, so even I would be hestitant to pursue the following, but putting a hefty border on a game like this is a must if the target is going to go to the edge. Very frequently I would click outside of the play box, hiding it, and while it's more an issue with the NG setup, it's still a tad annoying.

I also had some other ideas regarding gun animations, showing it firing, giving a muzzle flash, a strong "bang" with each shot, whatever, but that's all just aesthetics. This is one solid game, one I really enjoyed.

TrueDarkness responds:

Oh! So you are the one that made slam =P
Let me start by saying that the game was underrated, and was really great (You can read my post about it in the PBot posting thread)

Anywayyyy, I agree with everything you said. A loading bar for the reload would be a nice add on, I really didn't think of that, great idea.

Borders I can completely understand. I was playing K-Fed yesterday and I kept clicking off the screen constantly, minimizing the game... So I'll keep borders in mind for my next shooter or what not.

Thanks for the great constructive criticism =)

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