Age/Gender: 24, Male
Location: The Den
Job: Unemployed
I tend to poke my nose from my den when I need not to worry about the harm the world is doing to me. I hope to adapt and learn flash animation and one day join the amazing artists here at NG. Hope to hear from Y`all. --Doormouse
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Flash Reviews: 45
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All Flash Reviews
45 Reviews | 2 w/ Responses
"Automatic 5 for making a game better than the real"
One. The Starship Troopers Game, though 3d was crap in my opinion. ^^ Not that the movies were great content either but hey, as far as a reference game goes this beats most of the one's I've seen. You were headed in that direction right? I mean with the exact plate crests and everything, the massive onslaught of insects against the last man in the squad. Fair enough if you weren't it made me think of Starship Troopers anyways.
Game Play: I like the upgrade system and often found I could upgrade several items at once due to the lack of paying attention to much beyond combat. XP The Game is well balanced but as a few others have pointed out if you try to upgrade everything you pretty much get smoked. I also wasn't paying attention to the levels just the waves. But the point at which I locked myself into the ship and couldn't get out for fear of being trampled I decided that was enough. The ship also upgrades a lot slower than I would have liked. Your weaponry upgrades nicely given that there are several styles of the first gun. A few suggestions on them though:
1. Multigun
So with this weapon each shared the same amount of ammunition. Keep that the same but with each upgrade boost the overall ammo up so that by the time the upgrade costs quite a bit you are paying for your ammo's worth.
2. Grenade
Similar to my issues with the multigun your recharge is understandable as you didn't make a limit to how many you can throw. Which makes sense for Red Code's Style. However if you were to make the recharge quicker with the better upgrades I think this weapon would quickly balance things out.
3. Vulcan Cannon
This should upgrade damage, range, and fire rate duration. The FRD was really low. Though your firing rate might improve you still had the same recharge with each upgrade. A quicker recharge as the weapon progresses would keep it a much more useful weapon
4. Auto Cannon
I found this a useful ally when out of the ship but whilst overrun by enemies it tends to aim inwards which is less than useful particularly when its damage hasn't been upgraded fast enough to kill the insects that have breached the nose of the ship. Might correct that. Only once did the good ol AC actually take something out and that was a cricket sized invader that was about to go inside.
5. Might consider armor upgrades for the ship and the Marine/Trooper
Overall for effort, the reference whether or not intended, and the good playability of the game I am going to give you a ten. This clearly took time and effort. Good one man.
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To start this is an awesome "Parody" parodies aren't bad for Newgrounds. And unless you are a hardcore Christian that feels like playing with oneself is some how a sin even though it keeps the pregnancy rates down then I might be contended with understanding your ratings. But if you are just going to run through all of the adult section and spam good material with hate then please do so on another site. People work hard with this stuff to make what they have thus far accomplished. If you do mind, go rate some other website, as I don't appreciate junk mail. Now I have more or less said it thrice, so go away. Thank you Zone-Sama, your works are amazing.
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When I discovered that there were two version I hoped for something more interesting. But you chose to make bosses with highly cheap tactics that, while you can reapproach them if necessary to get passed that point again, no one would ever face them. Why you ask?
The Blimp boss and anything else I don't mention obviously aren't on this list of flaws;
the Airship with a hammer-This boss is tactically cheap for several reasons. Yes I know how to beat it but that typically takes several tries. For someone not so patient this game gets unbearable at that point because that mission takes time that you don't appear to have. If you make a third one, avoid gravitational devices. These worked for this game but make a differnet theme to function around. Being thrown around by the red tractor push beam is often time fatal causing the player to have to redo that level 10-20 times.
That aside, the animation style here is better, and the Metal Gear Briefing style was admittedly funny. 9 for effort +1 for continued ingenuity that stomped mah hide many times. 16 of 18 achievements done but not going back. its 0201 here.
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I remember when these games were new. Really good stuff back then. Notice you updated with the weakest resistance member that was created to draw more females into the genre because apparently they never really showed anyone aside from Sonic, Tales, and Knuckles originally. When the game started introducing other Mobians I sort of gave up on the series. The games were about Mobius' greatest hero, Sonic, his flying side kick Tails, and their once enemy, Knuckles, all standing up against the Eggman. So I disapprove of you adding Cream to a remake of the original games. Also, the screen size is a little limiting.
And because forums weren't really around back in the day, you get the original flaw rant. Sonic was only popular for so long because of how limited the platform became. When it tried to enter other game styles it pretty much just petered right on out fo existance. The Sonic RPG for Dreamcast was pretty much a Choose Your Own Adventure book with high graphic visuals.
But the original three games were limited due to overly similar gameplay with a few introduced elements in a Mario Brother's look alike whose one feature was instead of focusing on hopping on your enemies most of the time, you had to run for the majority of the game. Instead of many pit falls you had to avoid obstacles as well as enemies. When Tails showed up you could maneuver a little more freely around the maps. Then they mimicked his flight by introducing someone who could perpetually fly and keep speed with sonic.
A Very good Reproduction of Old Hat. But you can only beat a dead dog with a stick so many times.
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Do you believe in one?
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Improved the game play killed the game.
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Its like you downgraded the horse but then completely forgot to slowly scale the difficulty. Anyone playing this is due to become massively frustrated because you're scale is monstrous instead of something more like the following. When I begin talking in percentages it is because you would hypothetically up the difficulty and skills of the opponent
1. Educational Fight-Player wins both rounds easily. Only looses if they can't press A key
2. Test Fight-player wins both can lose if they let things go for too long
3. play fight-25% chance to lose if the fight drags on too much increase percent
4. Mock Battle-35% To lose initially
5. Practice Battle-38% to lose
6. Skirmish-40% to lose
7. Bru-ha-ha-50%
8. Brain Rattling-50%
9. Troublesome-55%
10. Painful-60%
11. What the?-45%
12. The Great Gag-30%
13. Big Battle-65%
14. Critical Battle-70%
Take note that if you increase the difficulty so there is 80% or greater chance to fail a mission than you are going to hard. My examples here I wouldn't even go beyond 60% really. Maybe the final boss up to seventy percent. And that'd be on hard mode by the way. The other modes should allow the player to get used to the enemy tactics so that they are prepared for the swarmingly difficult 50-60 percentile difficulties starting in like the 3rd round. Advisably 70% chance to fail a mission should be your top difficulty scale.
Your animation also didn't change from the first to the third edition of this for the main character. I know you expanded your weapons a bit but a weapon system should be fluidly functional. The fact that many fights start off with a ranged weapon and you only with a boxing glove, it becomes a nuisance if you can't get ot an Item drop because the opponent is more or less always focusing on you. You should make it so that the glove causes the enemy to reel for a bit so you can retrieve an item drop. Drop's should last longer. Either that or they should increase damage in the last few instances you have them.
Movement is also an issue. Many of the opponents can get accross the screen in three to four times the player's speed. This makes for awkward gameplay at best. Try adding a second jump for the player so that they can keep up when item drops aren't showing up. There were hole fights in all three of these games that I lost because just as the item drop landed I was squished by the boss. You're ideas have potential, just modify what you are doing with them in order to make it more playable and player freindly.
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"Nicely done, many animation details and good world"
I thought the style of this was very intriguing.
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This little number caught my eye though I don't feel a great need to do more than beat it one run through. The many achievements seemed long winded. I got a number of them just passing through but like I said they weren't greatly compelling.
Author's Response:
That's fine. You can complete as much or as little as you want - you're the player after all. My rule for playing *any* computer game is that I will play as long as it is fun. If it becomes frustrating or unfair or starts to just feel like work - I stop and do something else.
That point comes at different places for different people, and that's fine.
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The many many moons of life eh? Like phases in the dark. Anyways that was really really good. I was reminded of tri-Arachnid in its originality. I loved the planet where you found another one of your critters. And the Musical Mines were the greatest. Hardest challenge was the green one. And all I will say for those that plan to play this ever. Don't quit. You'll get the hang of it and spin spin spin.
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