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168 Game Reviews

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Good graphics, creative ideas...

This is a very solid game. A lot of levels, and quite a lot of variety. I liked the moving elevator/platform kind of elements, and the darkening of the screen. I thought those were particularly creative.

I'd say I hope you win... but I've got a submission in as well, and so I think I'm going to keep quiet on that score...

Just got down to -15 lives

There seem to be a lot of bugs. For one... when fighting the first boss (who I had no idea I needed to click to attack, bt the way), I kept taking damage, the bar would go down to zero, and then reset like 3 times. The funny part was.. it wasn't until the BOSS was down to zero health that it told me "game over". And even after "game over" I was still allowed to walk around on the boss screen. So I decided to jump off to the right of the platform into some fire. This is when I experienced what took me down to -15 lives. The face started falling off to the LEFT of the screen from the top to the bottom. It did this over and over, making me lose a life in the count each time.

In short... this game needs some serious clean-up.

Good game

The only thing I would really change is to make every new sandwich item you add appear on top of the last. The specific problem I encountered was with the peanut-butter and jelly. At one point I added jelly first, and then, when adding peanut-butter, I couldn't tell if it had been added or not at first because the jelly obscured it somewhat.

I had big problems...

My first image was a dolphin... of this I am sure. However, when I guessed "dolphin" in the box, I very quickly saw "incorrect, try again" and was then presented with another set of 9 gray boxes. So i cliked a few, discovered a plane... at this point began my frustration. I guessed "plane", "airplane", "jet", and even went into some more specific things like "airliner", "jet plane", etc. but to no avail. You should make the system smart enough to accept multiple answers. For the plane, unless I was supposed to guess the airline, you should accept both "plane" and "jet", or even the more specific answers like "passenger plane". honestly, how hard is it to scan a group of words to find out whether or not the correct answer is among them? Try answer.split(" "), you'll then have an array of all of the words typed into the box by the player as separate array elements. Loop through them and compare them against each o the acceptable answers. As soon as you find a match, you're done, and the player leaves feeling satisfied rather than frustrated.

picaxis-media responds:

well the images were each set to accept at least 3 answers each, i had thought of it, but also it was only intended to be a demo.

It's definitely got potential...

... but I had to vote to 0 because it is just a prototype. I like some of the animation... like the zombie/alien thing's crawling movements. And yes, the smoke effect is good. I also like the idea of the electric-bolt attack. Since you didn't mention the flaws you already know this has, I'll mention what I saw. You seriously need to work on the detection of a successful hit. With the way it is now, with the butt-end of guitar having to hit the head of the creature EXACTLY in order to pull of a hit, you are only going to frustrate people when their attacks fail 95% of the time. Also, the jump animation of the character is awful. It looks like some invisible giant picks him up by the shoulders uncomfortably, and then sets him back down gently. It needs to be more snappy and quick.

One thing is for sure, I would work more on the obvious draw-backs of the game, and leave things like cool smoke effects as polish to add after the game has content and a solid engine driving it.

Seems pretty solid, code-wise...

... but some of the animations could use some work. The animation of the character's legs while walking is just plain awful. It is cool that the enemies die in different ways. The point someone made about it being slow applies not only to his walking and aiming, but switching weapons was an exercise in extreme patience. I would almost guarantee that those animations are tweens... and to speed them up all you'd have to do is move the end-points of the animation closer together on the time-line. If that is the case there really is no excuse for leaving those animations as slow as they are.

Interesting concept...

It took me a while to figure out that I had to reach capacity before I could actually deposit the ants in the designated drop-zone area. Maybe explain that better in the instruction, or make it slightly more challenging and take off this requirement. Overall good game, things that could've made it better and possibly more challenging would have been varying back-drops... like some back-yard type graphic, then maybe make the ants colors that match the back-drop, so that you really have to pay attention to see them moving...

Control needs work

Like others have stated, the paddle kind of trailing the mouse was a bit messy. Had it more consistently followed it, it may have been okay... however it seemed really choppy. Like every third frame it was gong to the mouse position or something. It made knowing where to take your mouse to make sure you hit very hard to judge. The ball also seemed to be doing a lot of moving on its own. Like curving around, bouncing erratically. Maybe it was supposed to be like it had a mind of its own or something... but it just came out looking buggy. Lastly... in a game as basic as Pong (even programmed in a resource-hog like Flash), if you have to suggest that the user use "medium" or lower quality settings, there is definitely something wrong.

oversword responds:

yes the board graphics use up allot of CPU and i will change that. its also to do with the music tho and i don't want to get rid of it.
the coding tells the board to catch up with the mouse when you take the mouse away from the general board area. its just so Ur as good as the AI. the ball did those things cos i added a random function to it so it was more like the game that me and my friend made in class. it makes it more realistic and unpredictable...its like curve ball but in 2D. thanks for the review.

Could be better...

The upgrading was cool, like other shave said, but no sound makes killing enemies very unsatisfying. The graphics were too simple, the terrain too drab. Most of the time, the enemies died so quickly that you didn't even get to see your turrets play through their whole attack animation... which makes me think that the "hits" aren't really programmed as hits at all. It must just be that the moment an on-target turret it ready to fire, it smack the enemy with that much HP damage, without even really doing any condition testing on whether or not the "hit" was successful. Which is kinda cheap. It means you can't miss, and the enemies can't dodge, which is nothing like reality whatsoever. And, granted, the whole point is that it isn't real. But when you stray that far from the basics of reality, it takes away from the experience, I feel.

agby responds:

The only instant-hit weapons are lasers and tazers. Cannons fire a bullet that heads for the target, when the bullet hits the target the hit is registered. Rockets are fired by the red turrets and when the rocket hits the target the hit is registered. Rockets can also re-acquire targets if their original target is destroyed before they get there.

It's very true, you can't 'miss' but it's not a skill game, it's a strategy game, and one that operates in a confined set of rules. It is intended to be a basic strategic simulation rather than a perfect copy of real life. I appreciate what you're saying but if it was too real it wouldn't be quite as much fun to play.

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

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