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168 Game Reviews

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Good one... could have used more...

It would have been great if the enemy troops could make their way to and take up residence in the holes/craters in the beach... then you could have had it so that they could only be killed when they popped up to shoot at you. Would have made it a bit more difficult and interesting. Cool game and neat concept otherwise though...

Buggy...

Even if you run into the larger circles your level/round goes up. Then I somehow got to a point where my circle was super-small and I couldn't control it anymore. Otherwise... not much different then the many other "Shark Shark" rip-offs I have seen around here.

It was okay...

The controls were awful. having to use 4 buttons with each hand is like playing twister with a two limb disadvantage. At least for me. At any rate... games much like this are a dime-a-dozen. Though I am sure there will be more people who think to re-hash the idea again in the future, it doesn't make it any more grand or noteworthy.

Not sure why something like this is 1+ MB

Must be the song. Anyway, the problem with Flashes like this is, yes, it is good that you had a goal in mind, went for it, and learned along the way. But no, it is not good that you took an old idea that has already been re-hashed 7500 different times without adding anything new or unique of your own to it. Fo instance, to this you could have added power-ups or something, maybe something that allows you to shrink your size rather than grow if you collect it... anything to make it fresh.

Stelvio responds:

ok i'll rememeber that
i'll also have to say that i'm olny starting so :)
thx for the review

Good... but boring.

Unfortunately, in this day and age, Space Invaders is about the most boring game you can play. You can't just remake an old game in 3D and expect it to be great. look at Frogger or Pac-man for goodness sake - both of their 3D transitions were, for the most part, bombs. The game needs to be more original than just the old game re-hashed in 3D.

I definitely liked how you used the shadow to alert the player where to shoot from... but there was a problem with how it needed to be lined up with your cannon... it made it difficult to judge where you needed to be when shooting.

Unfortunately, there just wasn't enough there to make me want to play it longer than a few minutes.

Like the way the tutorial was presented, but...

Unfortunately, the methods you're using to test collision with objects and walls isn't generic enough. For instance, every movie you create as an object or wall has to have code placed on it... which is tedious, let alone thinking of what a bunch of walls and a bunch of objects, all with "onClipEvent(enterframe)" actions running simultaneously per frame, will be doing to someone's processor, and therefore the speed of your game. The hitTest() function itself is, quite unfortunately, slow enough to warrant not using it for events that are going to occur frequently in your game. I know you said this is the best you could come up with... and it isn't terrible by any means. It is still quite inventive. Just let me know if you want me to send you something I would consider a much more practical approach/method to solving the problem. One that allows you to sit back and define objects in your game that the engine automatically understands should register collisions... no per-object coding required.

rdg10 responds:

Please send me your method.

Fantastic.

This was a real treat. An interesting snippet of story, great graphics on top of a VERY cool pseudo-3D game engine. And I thought it very good how you thought of a contained, but variable style of play. With the character riding a horse, he doesn't have to perform complex movements or different actions (although it was great how he scaled the backs of the different creatures he rode)... but the containment of abilities didn't detract from the game at all. Well done.

The only thing I thought odd or out of place was the cuts to the story texts... the quality of them was really poor compared to the game itself. They were just blocky black text on a white background, and just seemed light-years behind the game itself. But otherwise, awesome.

popopt responds:

this is a terrific, observant critique, thank you:) I like your description of the contained actions-im going more towards doing something simple like move a mouse and click, while having the character do something increasingly animated. Good point on the story text and ill take it with me to the next game.

Doesn't everyone have the same moves?

With the cast of characters I thought it was going to be great... I snatched up the Optimus Prime look-alike and figured I'd be bustin' out some robotic mayhem... then I noticed that everyone I fought was using my own weapons against me. I guess with adding the ability to customize your character's parts you basically had to compromise on a single set of moves, but I agree with the last guy... mostly because of the lack of variety, it got boring pretty fast.

Not bad... not fantastic...

Well... rather than too easy I thought it became too difficult. With the falling of objects seeming to be at random, there came points at which it was impossible not to take a hit by either having to let content fall that was right on top of a copyright symbol, or catching the copyright symbol along with the content which also causes a decrease in health. It would have been better had the falling been planned, or thought out so that difficult moments came up, but weren't just randomly thrown in... with possibly more frequency than skill can make up for.

Good concept and execution...

Very cool. The interface was a little odd, but not overly difficult to figure out... unlike several people seem to be claiming. Excellent ability to customize, but, unfortunately, not much in the way of unique content. With only the ability to make a score-based platform game, and no ability to fight back with enemies or create other collectable items with different propoerties, it gets boring quickly.

I wondered if you made a way for the Flash file (SWF) to accept the game code as a parameter. Perhaps via query-string? In this way, it makes your SWF portable, and anyone could call the SWF with their query-string on their own web-page and have their personal version of the game on display for others to take a look at. Then all you need is a link to your stuff somewhere in playing Flash file as a default, and even as the SWF gets distributed and re-distributed, they alll point back to you. Just a thought...

So now you see that evil will always triumph, because good... is dumb.

Age 46, Male

Web programmer

UT

Toledo, OH

Joined on 6/22/06

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