Age/Gender: 22, Male
Location: Earth, Sol System
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18 Reviews | 4 w/ Responses
"I had great fun scaring an Englishman."
There are a few things that I think would help the game.
Make the visible field wider so that there could be a bit more time between seeing something and having Mr. Johnson running into it. This would also let you make the level more interactive.
Get more reaction lines for Mr. Johnson, he's going to be saying them a lot.
Also making sure that there is always a bit of space between Mr. Johnson and the bottom of the screen would be helpful, on the ladder level you can make it impossible to get him to go up because of this.
Even without these it is a great game and I'd like to see more like it.
Author's Response:
Thanks for the opinion. In fact, I plan to implement all these features in the sequel, which will be focussing more and more on puzzles and thus it doesn't focus anymore on superfast reactions and thus thus the speed is not that fast etcetcetc.
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It's an interesting game, but there is not enough money in the game to be able to afford anything other than oars and ships. If you spend money on anything other than oars or ships, you won't be fast enough to win the next race. This makes the combat portion obsolete very quickly. This wouldn't be as bad except the enemies seem to have every stat as buffed up as high as you are able to get a single stat. This seems especially odd since you're the one winning races and yet you're still behind.
This seems especially noticeable since the rest of the game seems so polished. How did you get everything else so nicely done without seeing that money was so poorly balanced?
Also I think that if you just made the left/right keys be held down instead of tapped it would be much easier on the fingers and much more enjoyable. It would even make turning easier. And if we are rowing don't taunt us with unusable sails on our ships.
If the upgrade problem were fixed I would give it a 9. If the controls were also improved, then I would give it a 10.
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First, the music, I actually kinda liked the music, unlike several of the reviews I saw. However something longer would be good since the game does take quite a while to do.
The controls are also a problem. Double jumping is not always recognized, especially when trying to jump off of a wall. Moving with only the arrow keys became uncomfortable pretty quickly, changing the jump button to space would help with that a lot. If we need to jump up walls let us jump while attached to the wall, trying to change directions and jump at the right time, AND hoping that double jump would register was frustrating and uncomfortable.
If you don't make wall jumping easier make the levels so they do not require "climbing" a wall.
I did not make it through the game. On the level with 2 jump platforms and door opening buttons I ended up falling through a brown wall which I think caused the flash to freeze since the time no longer ran and adobe said something about a script error. At that point I did not really want to go through that again, especially when there was the possibility that it could happen again.
Anyway, if the problems are fixed I'm sure it would be really good, but at this point it just does not feel ready.
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The technique you used there was interesting, but I don't think some of the songs are suited for this kind of thing. For me, it felt like some of the songs you in the movie were going on for too long and others not long enough.
I think if you used songs with more versatile lyrics or a good beat for the action to happen to it would work out better. Perhaps having a general idea of what the characters are going to be doing beforehand would also help.
Author's Response:
Then, it would be a different type of music video, and I only wanted to use music I like; not some music you like. I think some songs last too long, too, though.
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This game has a lot of promise. However I think the game arena is a bit too small. As it is it takes most of the area just to make a decent attack run, which becomes impossible very quickly. Either the enemies need to be a bit bigger, or the swarmers need to be better able to shoot where you want them to, or perhaps a bit of both.
Maybe have the swarmer "guns" slightly track with the mouse, for example, a swarmer has a 30 degree arc in front of it that it shoots, and it will shoot in the part of the arc closest to the mouse. That would let the swarm concentrate their fire more effectively.
I would suggest trying a larger battlefield combined with the tracking thing if you can manage it and seeing if that makes it better. Anyway, great job I'll be interested to see what you make next.
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It's kinda hard to follow the person that "sings" in the animation since it changes so often. Perhaps you should stick to just one character for each type of sounds. Also the judge bit was kind of incongruous with the rest of it, making it go automatically rather than click activated would be better as would making it take less time. Other than that it was pretty OK. I would likely rate a full version higher.
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Is this all there is?
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"I was changing my tactics all the way to the end!"
I really liked using the different guns and as you complete campaigns some guns increase in usefulness, some go down, and some even do one then the other.
Some things I'd like to point out for people.
You will probably want to change tactics a few times, the best use of buildings changes with your # of beaten campaigns and the enemies you deal with will change with each campaign as well.
The heavy cannon has the cheapest, biggest damage increase. At later levels it can get up to 70 damage or higher toward the end of a campaign. Also remember to hold the button down if you plan to hit anything not right on top of you.
Campaign three will bring in several new buildings.
A shield will stop all bullets (white lines) except the ones from the large blimps you see toward the end.
your rightmost turret will take the most fire, shield it or improve it's hp by a lot.
if you only have non-360 degree guns put one in the bottom left corner to make sure you can hit things flying around your fortress.
Make sure you have a way to hit things behind other things, this becomes very important close to the end, but not so much at the actual end however.
Firing time improvement is not worth it on most of the guns.
Damage improvement IS worth it on every gun (a double machine gun with 2 damage upgrades and a 50% damage buffer is a beautiful thing).
And, just so you know, you cannot use the shield on a balloon(I was only mildly disappointed in this).
After you beat at least the basic campaign (10 upgrade points right off the bat) there is one tactic I found that while not incredibly efficient, was rather fun.
This tactic results in up to 20 armed balloons fighting for you and gives you a swarm of your own to battle the enemy horde. (each ballon fires four 1 damage shots, so 20 would put around 80 damage flying through the air every volley) Also the cannon enemies sometimes aim at the balloons even though they can't actually hit them, which is useful.
Load up a heavy cannon(you could put something else here, but the cannon seems to be the best compliment) in the lower left slot and put decoy ballon makers in every other slot. Upgrade only damage on the cannon until you hit at least 70, there are up to 24 targets besides the cannon all to the right or above, hp will not be a problem for it. This gun is to make sure the tougher enemies die.
For the decoy balloons get the machine gun upgrade and a extra balloon. Continue adding balloons until you reach five(the cap) then increase balloon health, on harder missions you may want to increase the building hp by 1 or 2 since dead buildings get no exp.
Early campaigns almost play themselves and on higher levels they will still be a big help, both in absorbing damage and killing things. The final campaign(non-paid) is beatable using this tactic.
Note that it will be somewhat hard to see with all the balloons floating around, but that is part of why it is fun. I am not sure, but this might cause slower machines to lag.
Some suggestions for the author:
Maybe the shield ship's shield should count as a separate object (Like cannon shots but more persistant)but with a LOT of health and standard armor maybe better than average, but not invulnerable this way people with powerful weapons could opt to brute force it if they did not have anything that could get around it, though it should take significantly more to do it this way.
As said before, needs a restart campaign button, starting another campaign and doing 1 level is cumbersome and not intuitive.
If you are going to have a fire rate improvement make it not suck, it doesn't need to be a wonder buff, but for most guns you would need to use all your points on it to even notice the difference.
Regarding the extra content, I don't like having to pay for more content, but I can understand why you would do it. Though perhaps when Stormwinds 2.0 comes out you could unlock the content for everyone?
I would also like to apologize to the posters below me for my extra long post.
Author's Response:
Wow, these are great tips! You should post this in some forums, I think a lot of people would find it useful.
Thanks for the feedback and your support!
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"Great, but a little tweaking would make it better"
I really liked the different abilities, but needing to use shield power to use them meant that when you DID need them they likely would not be ready to, and the result was that the best option would be to focus everything on the main building and forget about the sides since they would die before the end anyway. if every building had a non shield related charge it would make them much more useful and last much longer.
Also the shield building specifically, make it so that after the first upgrade you can turn off it's self shield drain and it would also be nice if it could be included in the charge when it is only draining capacitor power. It would also be useful if the rate of charge went up with the buildings sophistication as it makes the last upgrade useless since I found I was using the energy before it got full anyway.
And one last bit it would be really nice if the main buildings shield upgrade applied to all buildings, maybe making the reload upgrade help with other buildings ability charging would be nice too.
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Kinda neat, but I think it would have been better if the dragon was only controlled by the left and right arrow keys with a relation to the dragon's head instead of our point of view, that would have made turning much easier since you would not need to switch keys to make larger turns, but also would have been more intuitive, or at least more intuitive to me.
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