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Say no to drugs and yes to hugs!
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60 Reviews | 10 w/ Responses
Although you should probably have included myspace. People seem to bug me more about their myspaces.
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It was fun at some points but it got very repetitive. Especially because you had to choose which direction you want each of your character to face at the end of every turn even though it has no impact on the game whatsoever! THAT is my major complaint. Secondly i had to pay 50 gold to fully heal my team. I thought that was pathetic, in a game like this heals should be free after every battle. Another complaint is that my mage is able to hit a monster with 20 hp for 100 damage, yet it only hits 11 damage on a monster with 100 hp. Also the treasure opening was just rediculous, all you had to do was turn the pick around in a circle and then eventually wait. I know you got inspired by the TES4: Oblivion lockpicking method, but this was just plain rediculous. Having to end one's turn after you have done everything you wanted to do is also really annoying.
I think that's it. I hope you reflect on this feedback.
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People like you really piss me off, you copy the concept of another popular author because you have no real concept of your own. Your own sense of humour is absolute rubbish and you make references to jokes that have been used over 9000 times (Yes, how ironic.). The fact that the ending was so closely related to Metal Gear Awesome was just disturbing.
Author's Response:
hoo watch out im copying the obvious creator of videogame parodies. also i used the over 9000 joke because it was overused, thats what makes it ironic, and i ended it before it was finished because of that too, and the ending was "so closely related to metal gear awesome" because it was a REFERENCE, it was supossed to make you said "thats the same as metal gear awesome lawl".
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I really liked this episode, it was funny to the very last. I also liked the Dr. Who reference.
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I gotta be honest with you, but this didn't appeal to me as much as it could. The main reason being that you weren't perfect at adapting the style of each artist, instead i think it would have been better to make a collaboration, although it may be difficult to get all of your favourite authors to join you.
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Why would you use sound effects from another game. Why not make your own? Did you know that Blizzard actually has copyrights?
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The pace was slower than previous madness, but you did introduce allies to hank, which was good because it showed that Hank isn't alone in all of this. However i don't really like the new Hank, he doesn't seem as stealthy as good ol' Hank. Other than that it was still pretty good.
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"Funny, but the camera shaked too much"
It had potential, but i found that the camera shaked way too much plus every now and then i could see your shadow moving around.
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This summarised every single unoriginal anime that was ever made, in a way that made me laugh. Good work.
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It was a decent game. However it has MUCH room for improvements. Firstly, the graphics were pretty crap, you need to either let someone else do the drawing, or get better at drawing. Secondly, the animations were too simple, even a beginner could make those types of animations.
Some of the boss' attacks were too hard or impossible to dodge, which is not good as it leaves the player no choice but to get hit. Also, since this is a boss battle, ALL of the boss' moves should be predicted with a slow animations, like 1 or 2 seconds where the boss turns red in order to unleash his unavoidable flame attack, instead of just instantly casting it.
The general combat system needs a complete remake, firstly there's only one type of attack, which gets really boring. What you need to do is to allow the player to have more than one type of attack and also give them certain combos that they can perform, some more devastating than others. i.e. Jump + First Attack + First Attack + Second Attack could be something like hitting repeatedly and then hitting with a stronger blow. What this game also needs is allowing the player a double jump, seriously, any platform game should have double jump, nuff said.
Which weapon you get is pretty much based on luck, there is no strategic thinking in which weapon you wish to use, leaving the player with a weapon that he/she does not prefer. Instead, it would be better just to have one type of currency (Say, gold for example.) which ca then be used to choose which weapon you prefer. i.e. Blunt weapon, Sword, Axe, etc. With different stats SHOWN, instead of just giving the player weapons based on how they look.
In the beginning, i had the problem that i had no idea what to put my stat points into, as i had no idea what any of them did, so i had to guess. It's even harder when Dex and Agi are usually the same thing in most games.
The enemies that walk around are more a nuisance than an actual threat, these enemies need to be able to do more than just walk around and bump into you.
One very big problem that i had while playing the game was my health, since once your hit that's about it, you won't regenerate your health in any way. Therefore i recommend creating potions which could possibly drop from enemies or from thieves, maybe spawn from crates, purchasable through the shop. Just let the player get a chance to get his/her health back.
The platforms aren't really useful at all, just remove them unless you figure an alternative use for them, like combos.
Abilities! Abilities, abilities, abilities. It's no good just having one special attack which takes a million years to cool down. The player needs more abilities with smaller cooldowns in order to allow for a much more fun game experience.
I think that's about it. 5/10. But if you manage to cram these things into a next version of the game, i'm sure it'll be as close to 10/10 as can be.
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