Age/Gender: n/a, Male
Job: Student
Skills: Animation (lvl 1), Actions Script 3 (Intermediate Level), , Vector Art
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Flash Reviews: 39
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Latest Flash Reviews
"You have a suicide button but I can't move in "Y"?"
First off, good menus, very easy to navigate. The graphics were very clean and blended well together. While there wasn't much difference between the levels I could see an increase in difficulty. I'm glad I could place my shots on the screen but it became very easy to anticipate and destroy targets before they were even visible.
One area that needs major attention. Your bounding box. In flash the bounding box is made to encompass every pixel and point in your graphic, this could lead to very huge bounding boxes, like in this case. I found myself getting shot even though my plane was well out of the influence of the bullets. One way to fix this is to create a new bounding box. This can be very simple, like drawing a rectangle. The shape shouldn't be complicated or you'll run into the same problem as before. Once you have this new bounding box, parent it to the main character and set its location to 0, 0 (origin). Turn off the new bounding box's visibility by setting it's alpha to zero. Now you can use this smaller, more reasonable bounding box to deal with your hit detection.
I thought the game was a tad short but the initial difficulty held my attention through all six levels. Having only one weapon ensured the game would be challenging as the difficulty progressed.
Overall a 6, the bounding box cost you two points and short levels, lack of variation in enemies and environments, and the inability to move along the y-axis cost you another two. But! The game was very solid, had good programming, and got me hooked, which is far better then most games I've seen. Good Job.
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Distributing this will make it so much easier for non-programmers to make fighting games! Even a simple engine gives us a leg up but you guys really took it to the next level. You have done a great service to the flash community and I for one thank you repeatedly for it.
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If we were to look at it from the view of the main character. You could say this game proves the power one person can have on society, even in extreme circumstances. Which may suggest that we should actively participate in local political events.
If we look at it from the mob's point of view. This game could say that people are fickle fair weather fans. You can probably convince society that a certain viewpoint is correct simply because it is the popular and most talked about one. Plus, should the public opinion change, either through the media or the subtle coercions of select few, it would be pretty easy to make people switch standpoints.
Then again, if we look at all of this based on the city, we get a different message. The entire background is in shades of gray. This could mean that no matter the stance of a certain group of people, the world will always stay divided. There is no clear cut right and wrong. The frequent swaying of the people's opinions merely adds to this.
Finally, if we look strictly at the game play aspect of it. One could say that the waveforms symbolize a persons message vs. a person's beliefs. If one preaches to them long enough, they will eventually convert to your side. The more ridiculous, unpopular, or drastic the proposal, the harder it will become instill. But should one keep going, the person will eventually see their side of things. Plus the undertones of hypocrisy added to the game increase the difficulty of converting someone.
I've always been a huge supporter of art in games and interactive art in general. What you guys have done here is fantastic. The way you've set it up, the gameplay, and the sound all add perfectly to the entire piece, making it easy for a viewer to come up with a theory or idea without getting distracted by a flaw or irritant in your design. Keep up the work gentlemen, I can't wait to see more from you.
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