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Recent Game Reviews
Crush the Castle
Rated 4.5 / 5 stars May 7, 2009
Great fun.
This game was great fun to play and despite some levels requiring multiple tries it never managed to get tedious. Definitely one of the best destroy games out there, helped out by a very fitting theme. However, there were still some things which could have been improved. Most of which shouldn't take a great deal of effort.
The time limit was just a nuisance. There didn't seem to be any real need for it, as it was easy enough to get five shots off within the time-frame once you were familiar with the game. While I was still adjusting to the gameplay I ran out of time and failed the level despite having killed everyone in the castle. The deaths need to register instantly instead of a short while after in order to prevent this from happening.
The people within the castle were oversensitive to anything that hit them and undersensitive to falling from distances. The faintest touch would cause them to die whereas falling from the greatest height did nothing whatsoever. I proved just how ridiculous this was in the level editor, where making two people overlap made them die instantly and someone who I made fall from the top of the screen managed to survive.
If you failed a level it should have immediately ended once you'd used up all your shots and nothing was moving. The reset button did nothing once you'd used up all your shots, which didn't help matters. There were a few times when I had to wait for the time limit to run out which was a little annoying.
The battle plain could do with being extended so as to leave a little space behind the furthest object, enabling you to see everything. Castle 22 started right on the edge and it was possible to knock pieces of other castles out of the frame, as well as being able to build castles on the edge of the fram within the level editor.
There should have been some sort of advantage to using the smaller rocks, as by the end of the game they were useless (apart from on one occasion where I needed a small rock to fall down a small gap) and didin't really need to be displayed on the bottom of the screen. Maybe throwing multiple rocks could have taken up more turns too, with a larger number of turns being allowed on some levels to compensate, as the advantage these had over a single rock was far too great.
I felt that there should have been some sort of reward for completing a level within one hit, or a certain number of hits. Just something in the game for each level saying it had been achieved would have been enough and this would have added replay factor as people aimed to achieve it on every level.
More variety with the lines when completing and failing a level would have been nice, as seeing the same one over and over got pretty boring. For the completion of a level, maybe the end comment could have been different depending on how many shots it took you to complete it.
Perhaps the game could have done with a few more levels, as it didn't really take me a great deal of time to complete the whole thing. Instead of adding some to the main game, perhaps another game could have been unlocked upon completion, which offered a few castles where you had to kill a certain number of people instead of all of them, but were much harder to make up for it. Maybe even some levels where you had to kill everyone apart from a particular person.
Spewer
Rated 4.5 / 5 stars May 7, 2009
Most excellent.
This was an absoutely brilliant puzzle game in every way possible. The puking offered an interesting system which I haven't experienced before. At times certain levels could prove to be frustrating, but the game was fun enough to keep you playing, anticipating the next level. Were it not for some bugs this game would have been as close to perfect as they come.
I felt that you needed to make it more clear that the acid would kill you when it was first introduced. Since it was introduced at around the same time as a new type of puke, I was under the assumption that this was another new type which I could also consume.
The sensitivity of the spikes is something which needs to be fixed. There were a very large number of occasions where I was stood next to them (where if I continues walking I would walk directly on the spikes), clearly not in contact with them, but ended up dying. They also seemed to be undersensitive if approached when in line with the entire spike block itself. On a couple of occasions I hit them side on and expected die but didn't.
Button sensitivity was another issue. On a number of occasions I hit them/stood on them and nothing happened at all, which meant I had to move away from the switch and try again. There was also a number of times where there was a time-delay, with me having to be stood on the switch for a few seconds before the game actually realised I was there.
On the level where activating a button released acid, it was oozing out of the blocks. Attempts at re-creating this in the level editor lead me to believe that the game can't handle the liquids being behind blocks (surely it shouldn't be possible for them to be there anyway). It was also possible for liquid to pass through the blocks, presumably with it seeping through the cracks. This was something I didn't particularly like as it meant that certain aspects of the game could be made easier by exploiting this.
I sometimes found myself falling directly through the black puke. Something which didn't fit at all with its solid characteristic. On a couple of occasions the character went out of control, randomly jumping about despite the fact that the button was not depressed.
There was no way to exit the level editor other than pausing the game and returning to the menu. A button to go back should have been included on the page somewhere when designing the level. There was also, as far as I could tell, no way of being able to return to the menu from the level select screen, something which I wanted to do once I'd completed the bonus levels. This meant that I had to start a level, pause it and then return to the menu from there.
On the levels where you needed to have all, or most, of the puke in order to do something, it was frustrating having to wait ages for it flow off of the spikes and towards you. Perhaps the puke could be made to flow more easily. There was a little bit of puke in the puke bar which could never be used, so it seemed pointless having it stored.
The game became extremely laggy after playing for a while, which made the frustrating aspects of the game even more so due to the time delay. You may have warned about this beforehand, but lag is something I've never experienced before on this machine and I feel that I've played many games which are more high-end than this both off and online.
The levels at the end of the chapters were pointless. Maybe you could add some sort of fun aspect to these if you want them included. I was disappointed by the fact that only a small number of levels had you using more than one kind of puke. Maybe the character could also take on more dramatic changes in appearance for each different type of puke.
It would be nice if there was some sort of achievement for completing each level with/within a certain amount of puke remaining/jumps made/steps taken/time. Aiming to achieve this on each level would add replay factor.
The inclusion of a level editor was nice and it created a reason to replay the game after completing it. However, I couldn't work out how to use other people's level codes.
[Slayer II]: Deathwing
Rated 2.5 / 5 stars May 6, 2009
Not bad.
Definitely not a bad little game, but it could still do with a bit more to it. Some sort of background story would be nice. The ending movie could also have been much more rewarding as what you had was very bland. The motion controls were a very nice feature, which worked very well. I haven't seen this done in flash game before, so you seem to have offered something new with these.
The various difficulty settings and achievements to unlock gave you reason to replay the game, but I only found myself playing through it three times as the various difficulties didn't really offer anything entirely new. Fortunately you included the option to speed up the end credits as it would have been annoying sitting through them in full every time you completed the game.
The unlockables menu couldn't be closed on the menu screen and even opening up the achievements menu didn't rectify this problem. This meant that the unlockables menu overlapped the achievements menu, which didn't look at all good.
The sword movement could do with some improvement. It didn't match the movement I made with my touchpad at all, when really it should have. Not only was the movement completely wrong (a thrust forward when I was slashing sideways), but the attacks were very rare given how rapidly I was moving my finger.
I wasn't overly fond of the ending sequence where you had to press a few buttons on your keyboard. It wasn't particularly exciting and seemed to be far too easy, although perhaps this was much harder on the higher difficulty settings. You worded it like the character you controlled was the one on the brink of death which seemed strange considering you'd just emptied the enemy's health bar and were nowhere near dead yourself. Perhaps a different font could be used for the keys, as I couldn't be 100% that the B was indeed a B. The snow during this sequence needs fixing as it was only a small square which filled the initial window. As the camera moved around you could see the square shape to it and everything outside the square was completely snow-free. Needless to say, this looked very unusual.
Recent Movie Reviews
Rated 3 / 5 stars May 7, 2009
Overdone jokes that work.
None of the jokes were anything new, with the vast majority of them having been done time and time again. However, due to your style you managed to pull it off without turning the flash into a groan-fest. That being said, this definitely wasn't one of your best works though.
I didn't like the fart sound made as a censor noise at the beginning. Fart jokes are just far too childish for my liking and there are a large number of noises you could have used which would have worked so much better. While the opening song may have been irritating, there were a few funny lines included.
I felt that the disclaimer went on for far too long. You'd made the point well before it ended, so a lot of it was unnecessary and it ended up being boring. The list of possible names for Taco-man, while also long, worked better, as with this joke you were offering a variety of different things, whereas the disclaimer was just the one joke stretched out.
It would have been nice to see Billy writing in different places on the paper instead of putting everything in the same place, which was also the incorrect place to end and start a letter. I thought that the narrator was going to make a joke about this each time he interrupted him mid-writing, but unfortunately he didn't. The closing line of this movie was a definite highlight and it seemed to be poking fun at the fact that the jokes you used in the flash have been done many a time before.
Rated 3.5 / 5 stars May 7, 2009
Pretty good.
Definitely a pretty good movie with a nice level of humour for the most part. Plenty of the jokes may have been predictable and cheesy, but most of them still worked. The base of the idea wasn't particularly original, but I don't recall having seen a cigarette as a bad superhero before.
It was a shame about the low quality of the video, which was particularly noticeable during camera movement. Was this due to you editing it in a program other than Flash? If so it seems a shame, since you surely could have at least used the trial version of Flash to edit it.
Some of the lines were difficult to understand due to the voices being put on being far too strong. I'd suggest subtitles or making sure that all the lines could easily be understood. The sound volume of the audio in the end credits was at a much higher volume than the rest of the flash and once the credits stopped rolling you were left with an extremely dark still from one of the scenes with black lines over it. It would have been nice if it had gone back to the preloader screen with the play button instead.
I didn't fully understand the jokes regarding the colleges. I could work out the point of the joke, but of the colleges mentioned I had only heard of Harvard. Obviously this flash was aimed more at American viewers than overseas ones. Tobacco Man's coughing fit went on for far too long, which made it become a pain to watch. You could have made this much shorter, still got the point across and would have ended up being much funnier in the process. I also felt that the scene with Cindy went on for too long, with it taking up the bulk of the movie. It would have been nice to have seen this time spent elsewhere on a wider variety of jokes.
Rated 3 / 5 stars May 7, 2009
The ending made the movie.
I didn't find the movie to be particularly good for the most part as it just seemed to be another fight movie with an escape and little story. The movie didn't really pick up until the end, which raised a smile. The fight seemed to be over too quick, so it was fortunate that this wasn't what the movie revolved around. Despite it not being the essence of the flash, I still felt that it could have lasted longer though, being more intense.
The preloader could do with an overhaul. Not only could you have chosen better fonts, but the black background didn't fill the entire screen and a white line was visible on the edge. This created a bad first impression and led me to believe that this flash was going to be of a fairly bad quality.
I didn't like how the movie constantly switched from widescreen to 4:3. It bought far too much attention to the fact that 4:3 is far inferior to 16:9 and any other widescreen variants. The graphical inconsistency wasn't particularly good either, as one minute the graphics seemed to be fairly good on the whole and the next, not so. Some shots of the artefact and temple had been created in a different program from Flash and were pixelated, which made them look absolutely horrible.
The best aspect of this flash in my eyes, which even managed to top the ending, was your absolutely excellent choice in sound effects. The selection you made in the scene leading up to the fight was absolutely brilliant.
thanks suppin! i'll keep your recommendations in mind in my next animation