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14 Reviews | 1 w/ Response
And to all those below who complained about the length, read the freaking author comments. This was for a 60 second game contest, and he's making a full game based off of it.
To Author:
I do suggest however, that you take way the coin collecting upgrades and such, and let you just get cash for kills. Or let you have the fully upgraded coin gather ability from the get-go.
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However I found a bug that doesn't really allow you to continue, if you load the game from a previous save it doesn't allow you to actually collect any more gems...other than that I loved it.
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It was a beautiful if sad story, and I loved the gameplay. The music was very fitting as well. I just wanted a bit more expansion on WHY he did what he did. Overall, great and it makes you think.
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I can't begin to tell you how much I love Okami, and since this game is (perhaps not purposely) similar to it, I love it as well! The animation is beautiful, the sounds fits and I love the music. And of course the gameplay is fantastic. I wasn't expecting that little death mini-game thing. Though I'm still not sure whether I'm supposed to catch the souls/skulls or avoid them...only problem with the game is it's length. When a game is this good, you want it to last. Any chance of a sequel? Perhaps with a bit more RPGish qualities?
Author's Response:
Okami is a massive inspiration and one of my favourite games and I think one of the best games ever created. If I can even just REMIND you of it, that's a huge success to me, so thanks for the mention.
As for the mini-game, I kept it ambiguous on purpose (no one seems to mind!) but the real trick is to avoid the souls as long as possible so you can get in lots of free attacks while the enemies can't see you.
I figured, why should death stop you from kicking ass?
In terms of a sequel, or being more RPGish, I would love to do it. There's actually a story behind the samurai and his world and the enemies, and a fairly deep one at that, but sadly I don't currently have the resources to do it justice so I left it out altogether. If I get the chance one day, you may very well see this universe more fleshed out.
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I love Shrike's "Freakazoid" style. Maybe tone his laughter down a bit, but otherwise well done. And if hand-drawn is too space/time consuming, just animate it as best you can. Maybe you could animate the colosseum strips too?
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I liked it, and the sync between toon and reality was perfect.Very odd relationship those two have, plus the mouse seemed fairly...squishy. Looking forward to more of these.Perhaps in between Hyperboys?
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Needs some polishing.A couple of graphical bugs,and some obscure puzzles (the mushrooms with very minute difference in sound) took off a point.I saved 92% of the world and don't know where I went wrong...
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The music was great and fit with the tone of what was happening at the moment,the animation was both solid AND fluid (*rim shot*) and the story and voice acting were some of the best I've heard.I liked the little bits of humor thrown in ("Grandpa you said a swear""Shut up Billy!"and the scene with the monster robot in the darkness) and hope you'll continue to put little funny parts in the rest of the hopefully 10+ part series.
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Too short,and the requirements for special weapons are hard to find out,and by the time you get them you'll most likely have beaten it.I still haven't found any other than the MultipathBeam"Axia".I'm missing two achievements,the one all the way at the bottom right and the one to the right of the "Don't get hit" achievement.The grammar also annoyed me,but it was still understandable so I didn't mind it TOO much.Just get someone to proof read it in Cube Colossus 2 :PI also liked the story,but it seemed too vague and left a lot of questions.
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Especially if you play as the pokes themselves ala Super Smash Bros.Well done,can't wait to see more of these.
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