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You clearly have an original idea here. However, here's the problem: Execution.

You need to make some cleaner levels, here. There seems to be a mess of sprites wherever you go, and your tiny man doesn't seem to have any... character. Look up Red Rogue for a fantastic way to do minimalist art, that's what you need - if, for example, you textured everything to look like a legal document that would be incredibly interesting. For example, having the ground be words (wrapped by a box for visibility's sake) and literally cut the words in half and put them somewhere else.

In other words, keep a small pallet.

Also, stick to your guns. The first level should pretty much introduce cutting and pasting. Not jab it right in your stomach, but you NEED to distinguish yourself here.

Anyways, good idea, sub-par execution. An alright package.

MiscEtc responds:

Thank you for the feedback, squidly! I realize I have plenty of room for improvement, and feedback like this is very helpful. I'll keep what you said in mind in the future.

You know, this is one of those fantastic games that should definitely go mobile - I'd buy it.

This is also why it pays to code in AS3, if you haven't done so.

Fantastic rendition of an originally terrible game, and you don't actually feel like utter crap this time!

bumblebirds responds:

It's made with Haxe and OpenFl actually :)

So I'm not a Doctor Who (no time) fan but I am a game dev, so I'll tear you apart on that.

First off, make sure to have the same resolution for both your background and your foreground. When it comes to Pixel Art, having a blurry background and sharp sprites looks... odd.

As for the minigames, I appreciate what you're trying to do but some of the games seem a little unnecessary. What exactly is the whatchamacallit symbol anyways?

The humor was hit or miss. I chuckled at them pointing to the Dalek with their itty bitty pixel hands, but I guess the rest of it was situational. It seemed some of it was taken right out of the script, which you don't have to do, you know. I'm assuming whoever plays this already watched the special, so regurgitating what they just watched is... well, take advantage of your artistic freedom here :P

Anyways, pretty good for two artists.

Immudelki responds:

Most of the time, pixel resolution is the same, there are somethimes blurry effects though. We try one time to reduce that, not sure we found the right way.. Is that sensation on all the backgrounds or only on some selected ones ?
"whatchamacallit", i suppose you talk about the symbol in the badwolf minigame, too pixellated and not enough introduced in the scene context.. I assume this is what you mean (sorry, i'm not english, I don't mean you're writing bad ^^). So yes, we will add more context and maybe try to make it less pixellated (maybe reducing mini game size..).
Most of the humor was really not taken out of the script, it was really new situations from the original ones. Apart from the FEZ apparition, where we don't even extends on it since the joke was already there in the film, but we try to link it with the new context we added.

We will see that again, more on how giving more originality, without going out too much from doctor who.

Thank you for your feedback :)

In this day and age people don't have the patience to put up with certain things.

Simply put, the difficulty curve in this game is awful. These gears have far too small of a opening and there is no sprint button. Pair that up with a very strong lack of checkpoints, and the first section itself turns you off.

Now, the control scheme. I don't honestly know what kind of reasoning there was for this control scheme, but whatever it was, it doesn't make sense from the get-go and if you require a control pad to make sense of it, well, that's a problem. This is a flash game. There are conventions for how things work. If you don't need a mouse, and this is not a fighting game, the movement keys must be mapped to Up, Down, Left, Right. You can challenge norms all you like, but in the end there is minimal reward for making things artificially frustrating.

As for Jump, unless this is a shooter (it is not) or you can aim up (you can't) then Up is jump.

Also, I am now convinced that JohnnyUtah is only capable of doing a single voice.

deathink responds:

I asked JohnnyUtah to do that voice specifically, so don't say anything about his talent. There is a sprint btn, Press down and you will do a quick slide. As for the curve, its modeled after castelvania so it should be tough... and this isn't even the hard mode. Now for the keys, I play a real lot of fallout so and super meat boy so WASD just feels right to me. Anyway, sorry you didn't enjoy yourself, I really am.

Walking back and forward - the game!

C for effort
F for fun
F for originality
D for redundancy

No.

Brunodev responds:

Thanks. I can see you don't like slender man games :-/

This game sucks, the art is especially horrible. What the hell is a Sagittarian anyways? Is that some kind of vegetarian? I also don't see a bayou anywhere, nope, not at all.

Your next game should involve cool things, like guns and dinosaurs or something, or better yet, space.

Hyptosis responds:

Why you, I outta punch you right in the kisser.

The song always cuts off 15 or so seconds in. I am using Chrome for Windows 7.

Sirtopeia responds:

Do you have a solid internet connection? The music is being streamed from newgrounds. The game shouldn't let you start unless enough of the music has loaded... do you know the specific version of chrome you are using?

You know, originally I was going to write about how iterative this series is getting.

But it's been a long time.

You're also Weisi.

And this game was also the best few minutes I've spent in a long while.

Nice.

Wiesi responds:

Thanks man!

Holy Blessed Cows!

There's this feeling you get after you finish a Weisi game, I call it the "Maus-Factor," where the world seems a lot slower and quieter because you just went from insane "Weisi-level" amounts of craziness to your regular life.

This game was amazing, and although it WAS crazy, for once, you could actually see what's going on more clearly, you seemed to have learned how to make everything go boom all at once, yet still make sense of it, a fine accomplishment indeed.

This game is a sequel as it should be, and to think you've made 4 powerfox's, each one better then the last, it's amazing.

I especially liked the genie, I found it an interesting mechanic, although you shouldn't have went with a "higher number is better" type balance, you should've made them equally powerful, but with the source of their power coming from different attributes (such as speed and amount of projectiles vs damage per projectile.)

Anyways, that's just my two cents, good show overall.

Wiesi responds:

Glad you enjoyed it!

Amazing

This just has that randomness and over-exageration that makes it all that more enjoyable.

ThinXIII responds:

haha, thanks man! :D

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