Age/Gender: 18, Male
Location: Portland, OR
Job: Student
Soooo, yeah. I love red. That's pretty much all you'll ever ever EVER need to know about me. And that should tell you all about me right there!
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Flash Reviews: 82
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All Flash Reviews
82 Reviews | 20 w/ Responses
While I really enjoyed the video, and the concept and humor behind it, I would've liked seeing better representations of the historic figures. You have your own style, and I liked it, but eventually it became hard to distinguish the multiple people without the song lyrics telling us who they were.
Maybe find some way to show what they did in life, or place them in a scene or background that helps tell us.
You did this multiple times, and it worked very well. I liked the 'Psycho' scene, and definitely laughed when the "Watergate" followed the "Richard Nixon back again." That was a great use of pacing and humor :) Anyways, great idea, maybe brush up on your art and animation a bit. This ws probably one of your first projects? Anyways, later on, maybe you could see yourself redoing this as an exercise in animation? :D
Pretty well done, liked the song and humor, even if sometimes the art held it back. 7/10 4/5
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hahahahahahahaha! Left4Bed has ALWAYS been just an awesome job of comedic editing, and most Valve fanboys absolutely loved the result. You've taken all these "out of context" sound clips and hooked them up with a hilarious bit of good-quality animation! The little things you threw in there really helped it all come together (The viagra bottle? genius. PILLZ HEER!)
Overall, a very good tribute of a tribute to an awesome game. The original composer would be proud :3
8/10 4/5
Author's Response:
:3.
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Animation: not half bad!
Storyline: urrrrggghhh :P Very predictable, full of cliche, and skipped interesting points because it appears you didn't want to animate them? Well, try to work on that.
3/5 5/10
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While I agree with MagicalSarai on the positive components of this game, there are some things that I found particularly annoying.
The blue tars, while having "less" health than the others, move at a rate faster than is necessary for the game. In other words, while they have less health, they are still a smidge too fast, making them one of the most unbalanced aspect of the game.
My recommendation would be to either give the blues far less health, or slow them down a tad. Since they are still BARELY faster than the others, I would think the former may solve the problem.
I always found myself budgeting an unreasonably large portion of my flowers to blues, simply because they got to the water before I could kill them. It wasn't that they were too fast, but that IT WAS DIFFICULT TO KILL THEM IN THE TIME GIVEN. That's the main point, hence the caps.
Another interesting thing about this game was the behavior of the flowers. Much like any childhood swing set, it was an interesting combination of intuitive combat and just plain skull-fuckery. It was very frustrating to watch flowers I had released slowly bore an enemy to death, but quickly jump onto the next enemy (who, by this time had reached the water and had no hope of being killed) and attempt to cluster-fuck him to death.
I can see how this could incorporate into strategy: focus on one of the type on the screen, and your flowers will become much more focused once that one's dead. But the short life span of the flowers nipped this tactic in the bud...pardon the pun.
Overall, I found myself continually cursing when I failed, but at the controls that seemed to sabotage my efforts, rather than at the tars themselves.
Still, throughout the frustration, I enjoyed the concept of the game, even if there were some flaws. Well done. 7/10 3/5
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I'm half dead from lack of sleep, so I'll try to keep this short and cohesive. I had a fun time replaying this game, but I wish that there could've been more endings. For instance, what about slaying a guardian? Wouldn't that make the hero a villain? Or bartering with a scourge as well. Just a quick thought, sorry for the incomplete review. 7/10 3/5
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It reminds me of another game I reviewed a while ago, only that had to do with sending spaceships to planets....ah well.
Remarkably well done. The basic "stats" changed noticably with sequencing, the graphics were good, but not distracting, and the ethereal music kept a rather inhuman tone to the whole thing. Different cell types allowed for a certain amount of strategy, and they were easily distinguished from one another.
Here's the part where I explain the 3 points knocked off:
While the sequencing (powering up) of your virus is a good idea, it becomes all too easy to simply focus on one of the core stats (strength, defense, or reproduction) and blow the competition away. I lost twice; once at the very beginning when I didn't know what I was doing, and once when I just left my cells to die to see how long I could last. For a real challenge, I recommend not upgrading the virus at all, and using just cellular strategy.
Several of the "sequences" had damning effects such as "-2 str" that might've discouraged gamers from using them, but if that stat was already 0, then why wouldn't they? It might be wise to actually add "negative points," so that if one uses too many "-1 speed" buffs, their virus actually becomes PAINFULLY slow.
Perhaps a smidge more story or level setup could've been better. Like, say "oh, this specimen is INFECTED with bacteria! Watch out for *so-and-so effect*" The Read Me was helpful, but I don't want to have an in-game FAQ. That's why websites like Gamefaqs were invented. Incorporate the rules into storyline or gameplay somehow.
anyways, I enjoyed the game (finished it, a little short for my taste) and I really liked the concept. Hope the criticism isn't too harsh! Well done. 4/5 7/10
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Holy shit, Leafworthy updated his entry! Awesome! Well, guess that means I HAVE to review it. *ahem* The first entry, Nogfish's, had a style and overall appearance that most wouldn't call "polished," but it set a definitive tone and succeeded in telling its rather...macabre...storyline.
Leafworthy brought the big animating guns to the table, with accomplished character design and a fluidly animated dance sequence. Hell, he even had time to squeeze some humor in there, among all the black, white and red. Props!
Fleckogold...*shakes head slowly* dude, your entry was awesome. Sad to say, I really DIDN'T see it coming in the end, but I had to head back to menu before moving on because I was laughing so hard. Nice voice acting as well, and smooth animation, which must've been a challenge considering the size and colors of the characters.
Zombie-Pimp staged an awesome fight scene, focused on camera angles and expressions to tell his story. Although simple, it was very entertaining.
5/5 9/10 (if only because of personal taste ;P )
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Followed this series since its debut, and I must say that it does NOT disappoint! I was looking forward to a more polished style as the series progressed, but talk about your breakthroughs! Smoother animation, well-developed backgrounds, character "developement," ad awesome fight scenes to boot! It's been a pleasure watching this series progress, and this episode is no exception (though I do wish we could've seen the new, undoubtedly bad-ass Joe). Keep up the great work, and I look forward to the next episode!!
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A very simple puzzle game that sends me reminiscing to the days of "The Incredible Machine," you also managed to work in a remarkably well-conceived storyline. The clockwork messages the gamer recieves from sk3tch are vaguely annoying at worst, and hilarious at best. Especially the ending quip, but I'll let future gamers find that one out XD Very understandable gameplay, and yet just enough factors to make it a brain-teaser. Every so often, I'd stumble across a puzzle and just sit here, scratching my head for around 10 minutes, with only two words prancing about in my head: "Wait....what?" Eventually, every puzzle is solvable, and the bonuses were an added treat. I wish there were more games like this one out there! 8/10 4/5
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Not many people are very well acquainted with the tale of Orpheus, and while you managed to tweak a few things, the basic fundamentals of both the story and challenge were present. The ending confused me a bit, but it's still all good. Subtle clues relating to the origin of the game, such as pillars and vines in the background, help to define the mood and time...as well as giver the game the gamer a "Ohhhh, I get it!" Moment as he leads the ghost back. XD Well done, nothing too brilliant or controversial, but you got the message across. :D I always enjoy pixelated games like these. 7/10 4/5
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