Wow. Ok. This game was short and sweet. The controls made me want to shatter my keyboard. I found to get the height you need on some jumps you have to start running, then jump and a NANOSECOND after you jump fire the gun at the ground for the boost. I liked that there were no lives and it respawned you on the last platform you were on before you died. Helped a lot seeing how many times you will die. I liked it a lot even so.
I totally get it. There's not much to this, my first reaction was "WTF???" but it's really funny. Then I read your description. No way I can't give a ten to someone with honesty enough to say "Dude I don't fuckin know."
Good:
-Game was polished. Obvious you didn't rush this game.
-Audio was spot-on. Contributed to the atmosphere nicely.
-Control was fluid and responsive.
-Based on Ken and Ryu, always an intersting (if not overdone) story. This one was better than most.
Bad:
-If you're going to have dark, DARK blue dialogue boxes, for the love of GOD don't make the text black. My poor eyes.
-Pace of the game was slower than I would have expected for this type of game.
Overall it was fun for a few minutes, nothing horrible about it. To be honest though I won't play this game again. Just didn't grab my attention and keep it. Having to squint with my face an inch from the monitor and still not being able to read the text didn't help. A game that physically hurts my eyes is one I just won't play.
And I'm sorry the text resulted hard to read - just what colour should I have used? I tried with white and it was even worse.
I'll try another colour for the boxes next time!
I'll start with the obvious: this game is packaged well and is one of the better games on the site frontend-wise. The graphics are crisp and well-rendered. I especially liked the 3-D transitions between levels. The music was appropriate in tempo and mood as well, giving the overall appearance that this is a well done game, which it is...but also isn't.
The puzzles in the game were ok at best. I could tell without even reading the description that this was heavily inspired by Lolo on NES. So heavily in fact, that the only thing you didn't include was the ability to briefly turn enemies into eggs to use as crates. The puzzles in that game were legendary in their penchant for making you tear your hair out in frustration. The really tough levels not only required solving the layout, but you had to have lightning fast reflexes to do it. There was one way to solve the level and any mistep was failure even if you survived. YOUR levels on the other hand, kind of put me in the mindset of 'Oh, I just have to figure out how to block all the enemies before i get the last battery and stroll to the pod with very little danger.
The only danger that I actually came across was in the form of the sloppy controls the game employs. If you have to push a crate in a game like this, have the character snap to a more defined grid. Sometimes when I would tap up on the keyboard, Cubey would go up one square, while other times he would just continue moving until the second or third tap in a different direction. I tried to adapt to this. I made it to the third planet constantly telling myself the unresponsive character wasn't a good enough reason to rage quit. But there ARE puzzles in this game that require you to HOLD the directional key and release at the right moment. Tapping is too slow and gets you killed, and if you realease but the character decides not to stop you get killed. That really deteriorates the experience when you can solve a puzzle in your head before you even take your first step, but the game's controls won't let you execute.
If this game were a bowl of ice cream, the fun would be chocolate and the frustration would be strawberry. But it's started melting, so now the two flavors are all swirled together and you can't tell them apart. You really have something here. Lolo was pretty much overlooked by a lot of people in the NES heyday and htis game too has untapped potential. If you were to refine the controls and make them more usable, I think it would strengthen the game to the point where the uninspired puzzle design would hardly be a noticable concern.
Nothing too new and exciting but it was refreshing to see this done with an iPhone. The music on this is TOTALLY ambient background piano from the Sims. Win. Excellent job at not failing.
To kamikaz-E04: It's not leveling up in the sense of character growth. It's literal. As in you beat the LEVEL, and go UP to the next one.
This game was indeed original, I liked the concept of different modes, but to me, it's wasted on the same level over and over just using different modes. It seems unfinished or untested somehow...I got to the 4th mode without having to touch the WASD or arrow keys. I can't quite put my finger on the exact issues, but the game isn't fun. I value and appreciate your talent and effort, but I regard movies and games completely differently. Games can be fun, dark, violent, comedic, frustratingly difficult, etc...but a game MUST be entertaining and fun. If it
's not, it loses big points with me. A truly great game can have graphics that look like poop on toast, have audio that sounds like nails on a blackboard and zero plot, but if it's really fun, you forget about how polished or professional it looks (or doesn't look).
I don't want you to take this as insulting. You have a good concept here, and the music was pretty rad too. I think you should look at this as a beta. You say in the description if people want more modes you'll make a sequel. Instead, you should take the good from this game, improve the areas that need work, add the extra modes you referred to and just make it EPIC.
The only real complaint I have is that the whole point of collecting things is that we do it for completeness and reward. There's none of that here. There's no mention of collecting all of the useless items, and the counter disappears during the "Epic Battle," so if you weren't paying attention you wouldn't even know how many you had. Other than that I suppose it's ok.
Here's a couple hints to anyone having trouble with some of the more obscure "useless" cllectibles:
Several people leave things behind when they die, and you only have a short window to click them.
When you're digging around for the solution to the emo kid, there's more than just what you need...
There's 2 pixels on the sidewalk on the first screen, and one on the last that you must click. That one wasn't a hint, but they're evil. Oh yeah, you have to collect the last sidewalk pixel before you start the "Epic Battle." It disappears when the nerd emerges.
All 256 flash Reviews
Rated 4.5 / 5 stars February 23, 2011
frantic frustrating fun
Wow. Ok. This game was short and sweet. The controls made me want to shatter my keyboard. I found to get the height you need on some jumps you have to start running, then jump and a NANOSECOND after you jump fire the gun at the ground for the boost. I liked that there were no lives and it respawned you on the last platform you were on before you died. Helped a lot seeing how many times you will die. I liked it a lot even so.
Rated 5 / 5 stars February 23, 2011
The Joke...
I totally get it. There's not much to this, my first reaction was "WTF???" but it's really funny. Then I read your description. No way I can't give a ten to someone with honesty enough to say "Dude I don't fuckin know."
I bet you're a blast at parties.
Rated 5 / 5 stars February 23, 2011
Epic win
I find it fitting that this submission has a higher score than hte flash the review is based on. Excellent job animating such a powerful voice track.
I must admit I frequently use "Beacuase" in daily speaking now.
Rated 3.5 / 5 stars February 23, 2011
Why does it matter how long my summary is?
Good:
-Game was polished. Obvious you didn't rush this game.
-Audio was spot-on. Contributed to the atmosphere nicely.
-Control was fluid and responsive.
-Based on Ken and Ryu, always an intersting (if not overdone) story. This one was better than most.
Bad:
-If you're going to have dark, DARK blue dialogue boxes, for the love of GOD don't make the text black. My poor eyes.
-Pace of the game was slower than I would have expected for this type of game.
Overall it was fun for a few minutes, nothing horrible about it. To be honest though I won't play this game again. Just didn't grab my attention and keep it. Having to squint with my face an inch from the monitor and still not being able to read the text didn't help. A game that physically hurts my eyes is one I just won't play.
Thank you for the review!
And I'm sorry the text resulted hard to read - just what colour should I have used? I tried with white and it was even worse.
I'll try another colour for the boxes next time!
Rated 3.5 / 5 stars February 11, 2011
Looks can be deceiving
I'll start with the obvious: this game is packaged well and is one of the better games on the site frontend-wise. The graphics are crisp and well-rendered. I especially liked the 3-D transitions between levels. The music was appropriate in tempo and mood as well, giving the overall appearance that this is a well done game, which it is...but also isn't.
The puzzles in the game were ok at best. I could tell without even reading the description that this was heavily inspired by Lolo on NES. So heavily in fact, that the only thing you didn't include was the ability to briefly turn enemies into eggs to use as crates. The puzzles in that game were legendary in their penchant for making you tear your hair out in frustration. The really tough levels not only required solving the layout, but you had to have lightning fast reflexes to do it. There was one way to solve the level and any mistep was failure even if you survived. YOUR levels on the other hand, kind of put me in the mindset of 'Oh, I just have to figure out how to block all the enemies before i get the last battery and stroll to the pod with very little danger.
The only danger that I actually came across was in the form of the sloppy controls the game employs. If you have to push a crate in a game like this, have the character snap to a more defined grid. Sometimes when I would tap up on the keyboard, Cubey would go up one square, while other times he would just continue moving until the second or third tap in a different direction. I tried to adapt to this. I made it to the third planet constantly telling myself the unresponsive character wasn't a good enough reason to rage quit. But there ARE puzzles in this game that require you to HOLD the directional key and release at the right moment. Tapping is too slow and gets you killed, and if you realease but the character decides not to stop you get killed. That really deteriorates the experience when you can solve a puzzle in your head before you even take your first step, but the game's controls won't let you execute.
If this game were a bowl of ice cream, the fun would be chocolate and the frustration would be strawberry. But it's started melting, so now the two flavors are all swirled together and you can't tell them apart. You really have something here. Lolo was pretty much overlooked by a lot of people in the NES heyday and htis game too has untapped potential. If you were to refine the controls and make them more usable, I think it would strengthen the game to the point where the uninspired puzzle design would hardly be a noticable concern.
Rated 4 / 5 stars February 9, 2011
Acceptable!
Nothing too new and exciting but it was refreshing to see this done with an iPhone. The music on this is TOTALLY ambient background piano from the Sims. Win. Excellent job at not failing.
Rated 5 / 5 stars November 18, 2010
GOD...
HE IS U
Rated 5 / 5 stars May 7, 2010
Awesome.
@ ToastyYoshi: Because thats how is was in SMB. They didn't start reverting back one step only until SMB3.
As far as the game itself, this is a perfect game. Zero flaws that I could find. You need to make this a standalone downloadable program.
Rated 2.5 / 5 stars March 21, 2010
Zero Fun Factor.
To kamikaz-E04: It's not leveling up in the sense of character growth. It's literal. As in you beat the LEVEL, and go UP to the next one.
This game was indeed original, I liked the concept of different modes, but to me, it's wasted on the same level over and over just using different modes. It seems unfinished or untested somehow...I got to the 4th mode without having to touch the WASD or arrow keys. I can't quite put my finger on the exact issues, but the game isn't fun. I value and appreciate your talent and effort, but I regard movies and games completely differently. Games can be fun, dark, violent, comedic, frustratingly difficult, etc...but a game MUST be entertaining and fun. If it
's not, it loses big points with me. A truly great game can have graphics that look like poop on toast, have audio that sounds like nails on a blackboard and zero plot, but if it's really fun, you forget about how polished or professional it looks (or doesn't look).
I don't want you to take this as insulting. You have a good concept here, and the music was pretty rad too. I think you should look at this as a beta. You say in the description if people want more modes you'll make a sequel. Instead, you should take the good from this game, improve the areas that need work, add the extra modes you referred to and just make it EPIC.
Rated 3.5 / 5 stars March 20, 2010
Meh, ok...(I guess)
The only real complaint I have is that the whole point of collecting things is that we do it for completeness and reward. There's none of that here. There's no mention of collecting all of the useless items, and the counter disappears during the "Epic Battle," so if you weren't paying attention you wouldn't even know how many you had. Other than that I suppose it's ok.
Here's a couple hints to anyone having trouble with some of the more obscure "useless" cllectibles:
Several people leave things behind when they die, and you only have a short window to click them.
When you're digging around for the solution to the emo kid, there's more than just what you need...
There's 2 pixels on the sidewalk on the first screen, and one on the last that you must click. That one wasn't a hint, but they're evil. Oh yeah, you have to collect the last sidewalk pixel before you start the "Epic Battle." It disappears when the nerd emerges.