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27 Game Reviews w/ Response

All 135 Reviews

kind of neat. Very reminiscent of Don't Look back. Nice visual aesthetic, challenging gameplay, interesting story, it's a well done package for a jam game.

rottenmage responds:

Yeah "Don't Look back" inspired us a lot. It made us felt more confident in presenting in a minimalistic style. While developing, we had to keep reminding one another to stick to the theme. Thank for playing and enjoying our game.

I'm sorry, but nostalgia is not a game mechanic. The music was okay and the pixel art was actually really great, but the gameplay is practically non-existent. The entire game is scanning a poster, clicking on bits of it with no feedback, and moving on. This isn't a quiz game where players have to name what the character is from, it's not a hidden object game where you have a specific list of things to look for under a time limit, and it doesn't break new grounds or define it's own genre.
Had this simply been submitted to the Newgrounds art portal as a "trip down memory lane," then everything would be fine. But this ... work of flash ... is by no means a game and doesn't, in my opinion, deserve to be here.

deathink responds:

Int he beginning it may seem very easy , but later in the game it get very tough,

neat idea, flawed execution.
I like the concept, but feel there are a few things that could have used tweaking. The first and most significant is that you cannot hold a directional button to continue sliding a piece. In most recent Tetris iterations, this is a key feature that makes movement fast, simple, and easy, which allows the more strategic nature of the game to come to the forefront.
Secondly, I regularly feel cut off when turning corners. This is hard to explain verbally, but I regularly feel that once I go over a corner, I have far less room than I though I would to move down. This may not be an issue that needs to be solved with an actual tweak to core gameplay, as it's likely a challenge that can be overcome with skill, but a square outlining the orbit of your Tetrominoe would be quite helpful.
Lastly, I feel that clearing rectangles leaves behind a bit too much debris. If I form a 4x4 that happens to have an awkward extrusion, that extrusion sticks around and makes a big problem. It feels a bit like a penalty for doing exactly what I'm supposed to, which isn't great.

Other than that, I quite liked Fliptris, and I'm glad I checked it out.

Zanzlanz responds:

Thanks for your review!!
I agree with everything you said. Holding a directional key should definitely move the piece, as others mentioned. It shall be added soon. Debris annoys me a little too, at times, when I have trouble looking for a specific block. I could attempt to fix or help this issue by adding transparency to particles and text, or even giving an option to reduce eye-candy.
Turning corners can be hard to predict. I'm not sure how to properly show the rotation of the block. I can't do it by showing another ghost, unfortunately, due to extra calculations and underlining visual issues... this might be a feature I can't get around at this time :(
Thanks again for your review!

Edit: I updated the sliding and debris issues, for the most part. Thanks for your feedback; you made a difference in the game :)

Breathtaking. Simple, clever, and genuinely entertaining. I'd absolutely LOVE to see a game like this on mobile platforms.

BryceSummer responds:

Coming soon, stay tuned :).

If it ain't broke, don't fix it. The inspiration from portal is dripping out of this game from head to toe. The sterile test chambers, the narrator, the dark humor, the "science" it's a formula that's had it's fair share of iterations, but you've done a wonderful job with it.
Qoosh pleases not only with its quirky charm but also with its brilliant mechanics and level design. Much like portal, you have a single, simple, easily understandable tweak that allows for a massive amount of clever puzzle platforming, spread across plenty of well crafted levels.
Additionally, I appreciate the fact that you didn't baby the player with controls and whatnot. I'm reminded of Egoraptor's analysis of Megaman X in which the player was responsible to figure out the basics for themselves, instead of having them spoonfed. That sort of thing works wonders for the pacing and enjoyable difficulty curve of your game.
In short, well done, sir. Well done.

AethosGames responds:

Egoraptors Megaman X video is brilliant. I definitely tried to do my best to teach players through the design.

brilliant - gameplay, art and music are all phenomenal, but I was disappointed in the game's progression, or rather, it's lack thereof. This game was great fun at first, but moving through waves of the same enemies and navigating a seemingly endless asteroid field got fairly repetitive VERY quickly. Had there been more variation in the level design, I could have gladly given this game a better score, but for now, it's stuck at a 4 with high potential.

LordDF responds:

Thanks man, good review! I'm bringing much more dynamic gameplay into the final.

i COULD be an ass here...

...and point out that this is a clone of Angry Birds, but then Angry Birds is just a clone of Crush The Castle, which might have even cloned some other obscure flash game. The bottom line is that having a clone isn't really all that bad, but you've got to bring something new to the table. Sure, you've got a nice physics engine, but the pros kind of stop there.
Your graphics are a bit unappealing and bland, especially the ball object which feels far too abstract in an otherwise defined game. My other large complaint is that the game lacks a mechanic to show you the arc of your previous shot, which has really become a bit of a standard for this type of physics game. In addition, there's nothing at all here that hasn't already been done, and therefore no flavor in this very vanilla game(if you'll allow the analogy). I certainly think this could've done well, but it would've required a ton more work and some unique new gameplay twist to make it more enjoyable.

jomarcenter responds:

we still designing new system...
like different gravity system, ball design and power, teleport and a lot of stuff...
this is a test demo of the game... but we can put you to beta test...

the name confuses me, but the game amuses me.

The combination of a cave runner and a run 'n' gun shooter would've sounded like a far shot awhile ago, but this game has made me think otherwise. Lovely graphics, clever weapon design, great music, epic gameplay, really no issues whatsoever with this game. It would've been cool if it also had an endless mode, but I'm more than satisfied with what's already in the game.

Joelasticot responds:

Glad you found something to your taste! As for the name explanation... well, you'll have to beat the game to find out

brilliant

absolutley brilliant - so simple, and so challenging. Mixed in with that classy cuboy humor and it's a perfect game. n_n

EdibleCastle responds:

thanks matey, that means a lot

effective, but slippery

I enjoyed the idea and found some fun level design , but I felt that the grid was a bit too sensitive. I can't describe how frustrating it is to die of a spike block just because my character accidentally pushed a block too far. There should really be a brief pause every time the character reaches a new grid square.

DivineGames responds:

Thanks for the feedback!
If you want to move accurately, you can just press the direction key and immediately release it, the character will automatically move to the next square and you don't risk dying.

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