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I don't normally get into Tower Defense Games

But this one seemed different than others I have played. For one, I liked the idea of having some control over attacks myself. The ballistic crossbow looking thing on top of the main castle was great to have to augment troops and other towers that weren't under player control. The only thing is that it did seem rather easy. not sure if that was a function of the strategy I ended up accidentally adopting (i didn't upgrade for the longest time, only shielded the towers and castle with fence at the bottom of the screen and bought new towers when needed, which allowed me to acrue a lot of money that I finallly used to upgrade nearly everything at once), but there wasn't a wave I couldn't lick in under 10 seconds after a while.

Miluska responds:

thanks for review ..
I guess you played easy difficulty right? .. try playing it on hard! ;)
that;s why we let gamers select difficulty .. sometimes people tell us that it is hard even when played on easy diff :)

Needs work...

I understand that this is a test (so, why it was even submit here in the first place should be in question)... but let me simply say that if you are going to use familiar character sprites, making the overall characters react in ways contrary to a player's prior experience with them is only going to cause frustration. For instance, your Akuma look-alike can't jump in directions, only straight up. In fact, he can't even jump while walking. Also, there seems to be a bug within your "walk" processing. Try walking in one direction, and then quickly pressing the other directional key. Instead of turning around, the character simply walks backward.

As it stands, you have merely stolen some sprites and emulated a very few capabilities of the original character you have stolen. I can't help bu feel that you intended the viewer to be impressed by what you have accomplished... but it feels like this was done to try and receive some praise, when praise isn't really warranted for something like this.

Slight faux pas...

Its in the direction in which the fish increase in speed when using the left and right "look" arrows. You have it backward. As a fish swims to the left and you are moving right, it should appear to speed up in the view, because you would be adding your displacement and the fish's together, since you would then both be moving away from each other... instead you have it slow down (relatively speaking). And just the opposite when you move to the left... the fish should appear to slow down, because a fish swimming to the left would maintain more of a static placement within your view if you were also moving to the left and therefore offsetting the maximum speed at which it was moving away from you. Instead, when both view and aquatic life are moving to the left, you have the fish speed up. It threw me several times while making a move... and made me wonder how something that is as polished and well put together as this could make it to production with such an over-sight.

Psionic3D responds:

....as I said above the fish thing was a design choice, when I attached them to the background instead of the goggles it was even weirder when you moved the camera/goggles as they swam at double/half speed and although thats physically true it was very odd to see in action ;-)

Not enough

While there certainly isn't enough here to warrant a 5, it does contain some interesting things. I like, for instance, the fact that your car moves more toward the top the "faster" you are supposedly going, giving you less reaction time. However, you can slow your car down to 0 MPH, and it is still moving... which doesn't seem right. not terrible. Add the ability to destroy cars on the road (guns, missles) and add some cars that shoot at you and give it a "Spy Hunter" feel, and I am sure it would get a better score.

Loved the platformer tutorial...

... where the character clip constantly fell through the ground on every page of the tutorial. Classic. Not to be nit-picky, but there also seemed to be a lot of grammar and language-usage faux pas in this tutorial. Made it seem much less professional, and more like I was just getting tips from some hack who knew just the bare minimum necessary to write much of the material covered.

Depredation responds:

I'm reviewing the material now, any errors should be fixed in the next update.

Funniest part is...

... had this game not been titled "The World's Hardest Game", and got people's competitive juices flowing, I almost guarantee it would NOT have made front-page... would NOT have gotten accolades, and would have passed without a fuss into the hundreds of pages of mediocrity that most submissions do. Call this "Red Square's Day Out" or something, and you would have most probably have been looking at an instant failure, instead of instant classic.

I'm with Shiriki...

I got fed up by the third drawing (drama), and just started randomly scribbling all over the screen. While doing so i noticed my percentage completion of the drawing getting higher and higher... and I was drawing nowhere near within the lines. It eventually got up to 100% and I was able to get to the next level... with a horrible mess for a drawing that was nothing like what I was supposed to be striving toward. Makes me almost think you onlly base the percent completion to a length of line required to completely draw the object presented... which is a very poor way to judge accuracy indeed.

Simple

Just wanted to mention, during the "click to shoot" part, I caused the Flash to run super slow (and even hog my PC's resources) by clicking faster than the system could react. The animation slowed to a crawl and my system was having visible trouble switching windows to another appplication. This was really nothing all that special, and certainly did not warrant such resource-hoggery.

As mouse-mazes go...

... this is one of the best I have seen... if not the best. But I am with a few others on this, in that I don't find these things very fun to begin with.

Also, I noticed that you set the quality to Medium from the get-go. It seems kinda sad that something as simple as a mouse-avoider game would cause that much lag. The underlying engine can not be very intense on this... if it is, you have done something wrong. Although the "hitTest()" method with shape flag true is somewhat of a process hog because Flash needs to account for entirely amorphous shapes. It must be the graphics causing much of the problem though, since they are pretty high-quality, and you do get to points where there is a high amount of animation on-screen.

While very good-looking it is not something I will find myself playing again.

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

Age 47, Male

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Toledo, OH

Joined on 6/22/06

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