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21 game Reviews with Responses

All 118 Reviews

Fucking stellar. I love you guys.

Yomuchan responds:

Glad to hear that you enjoyed it!

There's some fucky things going on, many of them are evident on Level 12.

For one, the character we control seems to have an unstable hit-box to how he lands, as if his lower corners are rounded like a rombus. This is really noticeable when you're trying to land on one tile right on the other side of a jumping hog or a spike trap- he'll land on the tile but kinda slide off, and it doesn't seem like a momentum overcorrection on my end.

Secondly, if the terrain the character is on is too high, several things happen in a switch.

On level 12, if we start on the top left section and that's "1" , I position myself at the extreme edge of 2, inboard to the middle. I swapped it with the platform below it, but my character stayed suspended in mid-air. After the terrain is done switching, I plummet to my death atop a jumping hog right below me.

Another thing that sometimes happens is the hogs will have inconsistent autonomy. At first I thought they were too easy of an obstacle, and thought it was an interesting addition to ramp up the difficulty so that the hogs will sometimes charge after a while, but the more I played, the more I started to realize this may be accidental. I'll die on one, and they'll back up sometimes. Sometimes they'll start moving forward when all they did was jump after I died. But SOMETIMES I'd swap tiles, and they'd be in a position, through timing, that enabled them to charge forward indefinitely, onto other sections.

I wanted to vote top score on it because this is a really interesting idea, but I think some bolts need to be tightened on this. More variety of enemies, more consistently in the existing enemies behaviors, and more deliberate platforming physics that feel sturdier on our character, as well as tightening the core game mechanic.

Still, really cool idea and the polish is there. I hope this goes far for you! Keep up the excellent work, and never stop!

MrNannings responds:

Thanks that a big reply. Need to study on that. I have updated the movement but the other things you mention I still have to process.

Extremely difficult. I've played four different games, and I can't seem to win. Will return to this to see if I can figure this out.

Rarykos responds:

Hmm so I should perhaps make the first challenge a bit easier.

Thank you for your persistence!

After finding the switch to open the door to the temple, you're unable to jump back up because of that platform that's over the hole in the next screen. It's not immediately clear that you're being blocked from jumping up higher because of that platform, and maybe a bassy "thunk" noise, or even an animation to indicate our character is being blocked by something on the next screen could help it read in level design what you're supposed to do to get out of there. Even just adding a visual platform or something blocking your path on THAT level's screen.

I encountered a bug not long after inside the temple. On the screen with the first heart, the only way to proceed is up, again. I jumped straight up just to get a lay of the land, because the thing about that mechanic is you need to know which direction to land first, so it was a scouting jump. I think I saw the next screen for a split second, but when it went back to the initial screen from falling back down, I got stuck right there on the border. Hovering in mid-air, split in half. My legs were acting like it was standing on ground, but I was unable to jump. I could attack, I could turn around, and that's it.

Either include a ladder mechanic to take the guess work out of blind jumps, or design it so that you're descending instead of climbing, because jumping upwards blindly, in this format, is lending a janky feeling to the overall experience.

CookieDraggy responds:

Hello and thank you for playing my game!

The blocked jumps near the top of the screen are a temporary solution. The next build is going to have jump-thru platforms to prevent these issues! ^w^

It's almost there, but not quite. It looks and sounds great, interesting premise and setting. I don't think the "is this loss?" joke works in reference to a vertical stack of rocks.

At first I was frustrated at how limiting it was when I wanted to explore, but after I got to the train station, I got the jist of what was going on...this soul is mentioning how they love popcorn...that soul is mentioning how they love soda...etc, etc...

When I approached Farmer Bob, his initial greeting "WOOP" noise felt like it was layered over itself 30 times in a deafening, startlingly loud greeting. I tried recreating it by continuously chatting with him to no avail, it seemed like a one time anomaly and I'm not sure what's causing it. It definitely clipped audio and it didn't seem intentional.

Then I walk over to the giant crow right next to him, and just as I got to him he was walking towards me at the corner of the farmhouse next to the scarecrow with a shirt. This, somehow, lodged us both from being able to move. I was stuck in place and the giant crow seemed unable to move as well. I had to close the game from this bug.

JoelLikesPigs responds:

That’s unfortunate. This game was made in a relatively short amount of time so I apologize for the amount of bugs and other issues - I’ll be fixing this by this week

The loss joke has a relatively low chance of occurring and I wanted to initially stick it on a gravestone - but ran out of time making the asset for it - I’ll remove it for now until I get the grave stone made

Phenomenal! Top 50 of NGs TRUE ALL TIME.

I have never laughed out loud, or thoroughly enjoyed the gameplay of a flash game like I have this....EVER. From beginning to end, it's just non-stop entertainment. ESPECIALLY with the challenge.

The NES games were particular very hard. Especially with no such things as continues or what have you; once it's game over, it's game over. Even still, while this flash game MERCIFULLY allows us some continuation on a chapter by chapter basis, it's still very challenging, and ALLLL the more satisfying once we earn that ending.

To the NG achievement whores, this is nothing short of a complex goldmine for you.

I'm personally a Mega Man fan, so I was a little miffed that Megabobo couldn't slide; that would've REALLY come in handy for the boss fight with Robobobo. That's really my only huge criticism, and yet I cant bring myself to score this any less than a 10. The craftsmanship along with the entertainment value is too great to ignore.

I actually laughed out loud A LOT while I was playing through this. It just screams NG humor, while simultaneously brining something fresh, yet nostalgic to the table. It's unreal! I absolutely loved this. The boss fights, the mechanics, it's just a wild, wild trip. I especially love the Balloon Fight DEATH BLOSSOM special! Abobo would have been a fantastic Last Starfighter!

I have 2,700 characters left, and really the rest of the body of my review would have been gushing over everything I liked. A lot of time was spent on this, and admittedly, the hype that was attributed to it with the front page countdown clocked immediately implied to me that it might suck. I'm SUPER RELIEVED that when NG makes a countdown clock for a submission, they mean business. This absolutely exceeded my expectations, and it rocked my socks off. This was damn fun, and really funny. 5! 5! 5! 5! 6!...err...5!

This was excellent! Damn all the haters, for they do not matter!

And hey, Haters! Try playing this on Firefox like someone who's not a fucking idiot. lol

Thank you for the badass game.

Abobo responds:

We argued a bit over whether to allow sliding, but decided to not include it since it was not in the original megaman 2 that the level was based on.

Thanks for the review, we love hearing from people like you that really connected with and "get" the game!

Not bad for a game jam!

I can appreciate a game that tries to teach the player patience under circumstances of urgency...while I was frustrated about tapping "A" in the wrong order, (repeatedly swinging 1, 1, 1, 1! 1!! 1!!!) I quickly learned to pace myself for the first volley 1...2-3...then, luckily, Grandma can spaz out and I can unleash a flurry of 1111111's until even Flour bags don't stand a chance.

While that game mechanic was unique to me, I'm also all too familiar of the character not wanting to turn around in mid attack. Poor timing on my choice when I initially began an attack in the wrong direction? Possibly...but it seemed "sticky" to me when she wasn't responsive enough to turn around after a finished attack, and cover her back.

The introduction gets the point our clearly, Even though this seems to be a predicament where Grandmas seemed to have forgotten her meds moreso than just drinking expired milk. But what was daunting was the game's method of showing us our progress.

I just beat the game, and I'm still unclear as to how it treats the wave / round / level increments. Is it...five waves = +1 round, 5 rounds = +1 level? Just before the explodey carrots came in, I was beginning to wonder if the game had an end... after the explodey carrots, I wondered if I was near it. As I zoned out, it seemed the waves of baddies after the explodey carrot was introduced was thinning...it actually got less challenging, even though there's more enemies, and this could be attributed to mastering Grandma's combo patterns. Then all of a sudden FRIDGE BOSS, but it turned out to be more a survival mode...held out, defeating the baddies, and we got a neat pose and a sort of underwhelming ending. One play through, I never even saw what the Game Over screen looks like.

By being a Game Jam submission, that alone seems to dodge it of fault, but if I were to criticize anything, I'd sum it up to it just lacks depth. Even for a Grandma tripping out in her kitchen not unlike a cartoon interpretation of the mother in Requiem For a Dream, it lacks deeper mechanics, clarification, and payoff.

A breezy, fun timekiller, the music was excellent, and so was the art. The wide-angled background looked awesome, though there seemed to be missed opportunities with changing the sky outside of the windows. Grandma's floppy titties did so with grace. Good job, y'all!

Mattster responds:

Thanks for the review!
All round has 5 waves (except for a few which seem to have 6 -.-), level 1 has 2 rounds, and each level after has 1 more round. The waves were quickly put together last-minute, so that's why they seem unbalanced. Most of the time was focused on gameplay rather than wave design.

There were lots of features and ideas for this game, but time became an issue since as it is a Game Jam game.

MC was pretty proud of those floppy tits.

I don't get it.

For starters, "Warned" is misspelled in the beginning...err...warning.

But this isn't very accessible to your audience. Usually, during a point and click adventure, you're pointing and clicking at different things, and typically, sometimes, actually go on an adventure. The idea of which implies different environments, or things of significance to a story going on. While I admire your creative license on the concept, I stand by that it's not very accessible.

You hype it up to be a Halloween, scary type of flash. Yet you have the most non-threatening, calmest, what I can only assume to be anime soundtrack imaginable in the background to a girl staring at a body of water in the dark from a dock...more accurately, the BACK of a girl's head...even more accurately, the back of SEVERAL anime girl's heads. Sometimes she's a traffic light. Sometimes she's a street lamp. Sometimes she's decapitated. This makes no sense.

There's no explanation. Not even for the hooded man walking in the background, and his identical whiter cousin floating in the lake. There's no explanation as to why she turns into C-3PO and changes a color filtered layer over the whole thing. Or the multi-colored amoeba that descends among the sky. Why does she turn into a little girl, that when clicked multiplies herself over and over again until a very pixelated picture of a ghost woman consumes the background and screams? It's all very disconnected...a lot of waiting and clicking one spot, hitting one button, for little payoff. All over an obscure anime that you can't possibly assume the majority of your audience would be familiar with.

I imagine this took quite a deal of programming, and for that, I admire it's craft...for I KNOW THE HORRORS of Actionscript, lol. But I didn't really connect with this.......

....okay, admittedly, I didn't expect the startle at the end, but the graphic's pixelated quality detracted from what terror it was trying to emote. The sound? That was spot on. If it were louder, it may have made up for the visual quality...but I'm pleased that the jump scare couldn't have happened early on...not sure how it could.

The lack of diversity in interactions hurt it's score a little bit too. What was the point of that vending machine if it didn't do anything? Why make the girl on the further dock a button that does nothing? Why do we only get to stare at the back of the heads of so many characters? The lack of details are frustrating. Though at least the dock itself looked good. The white thing that seemed to be an amorphous blob of limbs coming out of orafices? Well, not to be rude, but that wasn't scary, nor did it look neat. If you truly wanted to go for psychological horror, you could have dug much, much deeper, and not relied on a Japanese Kid's show for influence. ;D As it was, it was a startle at most, and only at the climax. The rest was dulled perplexity.

Halloween is my favorite holiday, so despite all of my criticisms, I'm still voting 5, despite the score on the review itself. Give us more things to work with, and REALLY dig deep if you're going to try and scare us. Keep up the good work! You should aim your next flash into a direction of greater complexity. Challenge yourself, and kick some ass! :D

-Review Request Club-

Pienkaito responds:

Great review from club. Never expected less.

First of all, it's not based on anime. This animation is tribute to a 2005 independently produced surreal adventure PC game by homebrew Japanese developer Kikiyama. (Thanks wiki)

I can understand the non-logical aspect, because... Well, if I am making a tribute to a game that makes absolutely NO SENSE AT ALL in the first place, then I can only say this, even though it's a bit harsh: "What in the fuck is this shit?!"
It will lead to many confusions and endless open questions, so that it will render this animation on itself as uninteresting and boring if you haven't played the game, which is unfortunate. ;_;
The animation contains various sections of the game, so everything you see actually appears in the game in some sort of way.

In short, it's not a japanese kid's show. If it was, then they are seriously fucked up.

This was actually never meant to be scary in my opinion. It's very open to the audience to find it either calm, depressing or scary. (Excluding the last part, which is a lame attempt to scare someone)

I KNEW I SHOULD HAVE PROGRAMMED THAT FREAKING VENDING MACHINE. >=(
It was a nice easter egg in the game...
Speaking of content, yeah. It may seem lacking, but the game itself is exploring world and interactive with objects. That's that.
It would have been a nice jump-scare, if Madotsuki (the main girl) simply twisted her head like in the movie "The Excorcist". I actually planned to do it, but time was faster than me.

By the way, you should check the game out if you have NOTHING else to play. It's...surreal.
I also think that making this in less than 3 days is surreal as well IMO. lol

I really want to thank you for this constructive review. It totally pleases me and at least a few people left their opinion on it now.

PS.: Grammar and spelling mistakes are unintended. (obviously, haha)

Ahh, the nostalgia!

This kinda of brings me back to what was especially popular around the time I signed up to NG. Since it's early years, interactive stick deaths were regularly uploaded through the Flash Portal, and with the popularity of Xiao Xiao, making the simple suckers move in extraordinary and brutal ways proved to be a very quick and fun way to satiate entertaining bloodshed.

It's good to see that the genre has come a long way since then. :)

Psycho was so detailed, and contained such REFRESHING dramatic camera angles that I began to wonder out loud why even bother keeping the characters as stick figures. The animator involved did a spectacular job. With stick flashes, it's all too common for the camera angle to either remain stationary or treat the movie like a 2D side-scroller; a terminal stage perspective with no diversity or environment to roll around...admittedly, that's simpler to maintain, but this flash threw that rule out the window! With over-the-shoulders, dramatic angles both from above and below both characters, it heightened the immersion intensely. Furthermore, the bloodsplats that remianed in air seemed very artistic, and the transition into the black figure's insanity ended the short with a fantastically brutal maneuver. Bravo!

Beard Ninja contained some stunningly powerful anime-inspired sword movements, with even more surprisingly brutal executions, like stabbing the torso from ABOVE the handle while the sword is already impaled in the victim's leg. The most interesting detail about this artist is how...CONVINCING the blood splatters off of the victim and falls to the ground. It just looks right somehow. Though the ending did get increasingly ridiculous with Beard Punches and Beard Sticky Bombs...it felt like an awesomely violent tale of what would happen if Milla Rage from Guilty Gear had a kid with Chuck Norris and that son became a grand master and kicked ass with a katana and manly man-beard. Still, as silly as it was, it was entertaining and I liked it.

Multiplication ended with Troll Physics in action. I laughed out loud :D, but what I especially liked about it is I always enjoy it when the victims put up a fight. It's just not honorable to see someone just take a beating and not even try to resist, in my perspective. The camera angles tried to tilt around to be immersive, but when it rotated the screen so wildly in the middle of when that guy's...balls(?) were getting ripped off, it seemed out of place.

Mining had your typical beat-down with an item, in this case a pick-axe, and it was decent. No details really stood out for me, except I liked how he kinda reacted to the torso hitting the deck after that climactic hit. It was more gratuitous and goofy than it was hardcore and brutal.

But the overblown gratuity and goofiness was multiplied from Mining as we got into Yoyo. The toy was doing impossible things...it looked good, but it made no sense how the round, stringed object could maintain grip, roll and bounch a fully grown man back, and Shoop Da Woop the poor guy into oblivion. The guy stood there and took all of this DBZing, and somehow the whole sequence just wasn't engaging like some of the others.

Lightning excelled with some very human reactions to the circumstances the befell him. Along with his overall body language I was impressed with the realistic hop and shakes as he realizes his ankle caught on fire. The wrath of God left a great taste in my mouth with his demise. Great job!

Exploders was hilarious! Where it lacked in perspective angles it made up for in body language. Though I thought it was odd the stub from his wounds were pinkish and floppy, I suppose it makes sense.

Beat Down though was more of a let down. Nothing extraordinary, and a pretty standard, less engaging brawl. It was my least fav because we've seen all of this before hundreds of times, some of which with much more impressive choreography without suspending disbelief. Granted, this one is probably the more realistic of all the shorts, but it didn't try anything new. No boundaries were pushed.

Overall, great job! 5'd

Stone-Steven responds:

I love to see reviews like this. Time was spent in these animations ( believe it or not! ) and it's great to see someone analyze it as for those who did the very same in creating it.

Thanks for the detailed review!

Great idea!

It's very, very trial and error, but it's still a very fun game. AP is pretty slow to accumulate, but maybe that's a good thing.

A glitch, unfortunately, ruined my gaming experience. Y'see, by the time I got to the worm right after the two sentry guns, I died from the worm once for not moving. No lie, on the second try, I sprinted ahead, shot twice behind me, and chucked a grenade in the bottom right corner. The timing was so perfect, that the grenade exploded and destroyed the worm in the bottom right. I had survived, standing on the crate in the middle, boss's health was depleted, explosion animation, sound effect, all that jazz...but it told me I had failed.

...What? I killed the worm and lived to tell about it. How did I fail?

I retried the game from the very start. Frustrated I couldn't repeat my lucky grenade hit, I devoted that 1 AP to the other pistol...and in my continued frustration, realizing I'm having a pretty bad time with the FIRST BOSS, I basically rage-quit. One thing I can't complain about is it's certainly not easy, so the challenge is a plus!

Additionally, it would be most useful if you could remove the targeting nodes after you've placed them, instead of having to restart and maneuver your way around level again. It's a pretty brilliant system, with how it's layed out, and it does a good job not to over power Hank...but perhaps he might be a little underpowered.

The atmosphere, characters, and all-around artistic style looked awesome! Sound effects were all good, and the music was appropriate for the mood, but not very interesting and never grabbed my attention. As far as programming goes, it felt very nice! Hank was reliably weighty, and I pulled off the wall-jump well, the targeting system is accurate, and I suppose disallowing targeting nodes to be close together makes sense for recoil, but they should still be easily removed should the player make a mistake. And what's the deal with those grenades? Was my boss mishap a similar result to SangerZonvolt's (below me) deal?

I'm still voting highly regardless of it because it was a good lookin', good feeling game, with a good idea; it's evident you guys spent some time on this. Happy belated Pico Day! Voted 5.

BoMToons responds:

you can remove nodes by clicking on them after they're placed (then clicking an "x" in the gun assignment menu), I'll look into the worm boss grenade bug, thanks!

I'm a Pre-Production artist for Cyanide & Happiness! I'm also a professional voice actor, a published author, and I design t-shirts & artwork for heavy metal bands in the DFW area. Check out my links, check out my stuff, and stick around for a while! -GG

Geoff Galneda @Phobotech

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Animatics, Voice Act

Dallas, TX

Joined on 9/22/03

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