Age/Gender: 22, Male
Location: Nepean, ON
Job: Student
Game development student. Deviant art: rathanos.deviantart. com
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40 Reviews | 8 w/ Responses
But a lot of frustrating parts. It's not so much the levels itself that bug me. I can make it pass with some work and patience.
But when you do have to restart from the beginning, the level just seems to go all that much *slower*.
And why can't your laid eggs work at the boss? That really cheesed me off. That whale level got annoying. I could beat it, but at one point, why bother? Should be able to use your lives at the boss.
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It's a neat concept, really... but there's no pattern. It isn't about skill.
It's about hoping that the random-walking-around AI decides to make the target wander in a clear spot, hoping you can hit it, and then hide till the hole appears.
Why can't I study my target's pattern to learn that he goes to a certain spot, relatively alone, every 30 (game) seconds? Or how about the guard patterns? Why don't they have regular patrols.
You have to be lucky for the AI seed to make them wander in a position that works for you, and hope they stay in that lucky position long enough for the mission to end. An assassin is one who knows where his target will be and how to get there before anyone sees it.
Too much luck, really brings it down. Neat concept, bad execution.
Author's Response:
In real life, people don't have moving patterns.
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Simple game, yet challenging. Especially at the end when resources start getting low.
To beat Goku, this is how I did things:
Ignore Max Ether potions. Focus on just Ether... cheaper, and a single one can get you about 45% of your MP, which is enough for a while.
When your swordie gets low on MP, use the Devil Sword and attack once, switch back to Heaven.
If you have 60% HP plus on both characters, toss in a Judgement, otherwise, Heal (or Heal All).
Use of Protect and Barrier is dang useful to save time so you don't have to heal all the time. Goku'll debuff sometimes with his kamehameha, so you might want to refresh it then.
Seiken is your friend. Switch to Heaven, use Temper, Summon Ranji (defense-), then use Seiken. It'll do 40,000 on the first time, and lower down to 35,000, then 30,000. Refresh when you can.
Keep your HP high. When Goku tosses the spirit bomb in the air, defend your swordie, and make sure he's healed above 50%. Use water of life on your caster, get her back up on her feet. Heal her ASAP, she'll be at 25% HP.
Patience, take your time, and work carefully. Judgement + Seiken will eventually leave him mincemeat.
The game itself has strategy, it's challenging, yet possible on the first try without memorizing everything, and it keeps the blood pumping. Didn't try Hard or Heroic, but maybe later. Fun stuff. Loved the animations, this is a great method of bringing them interactive.
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Getting to choose your starting position on the ground would have helped TREMENDOUSLY.
As it is, though, still quite a neat game. The music really makes it kinda relaxing.
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It's alright, kinda neat. One thing that made me double think on it, though, is that your height and speed doesn't matter in the slightest, even if you act like a rubber ball. So when I fell from the top of the screen and bounced, I expected to leap fairly high, rather than a tiny, unmodified bounce.
Not quite the point of the game, I'm aware, but it'd add a layer of strategy in some cases.
Author's Response:
I hear ya on the real world physics, we didn't try for that for game play and level design reasons. There will be a lot more in the sequel to add another level of strategy, it won't be real world physics but I assure you it'll mix things up and be good fun. Thanks for the review, glad you liked it.
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The atmosphere was great for what it would be to be in a killer psycho's house... stressful, you wonder what happens if you get caught, what he just might do to you considering there's half a body and blood stains all over the place.
However... it's ruined by the fail scene. Once you see it once, you don't dread seeing it again because it's just so crappy. It completely shatters it and the game stops being scary right away. Not even the music does anything for it. You don't get startled because the shift is too soft, it's not even in-game, and the action is... undescribable.
And on the other side of the spectum, the ending is completely unsatisfying. If someone makes it through without seeing the end scene, the game might still be adequate... until they'd get the ending. So now it fails on two fronts.
Gameplay wise, the inventory and the hands are too eager to clutter up the screen and refuse to go back down, and the game's logic also fails. Your hands are chained up, but you can't stand up to go grab the axe personally, yet you can somehow contort yourself to use the axe on your own chains.. followed by being unable to cut your rope with them, or cut the rope down, or just ambush the guy when he walks in with an axe. Or even the crowbar.
Or perhaps even strangle him with your chains.
On your next game, I would rethink the linearity to prevent these sorts of logic holes. Instead of an axe, why not a tablesaw to cut the chains? It'd make sense to cut the chains and rope, but you couldn't use it to kill the guy.
I'd also rework any combination locks you get to... You lose an insane amount of time single clicking through every number, and you have to start all over if you go over your number. It's just a lot of bad design choices.
However, the game graphics and the atmosphere itself was stressful in that I had to close the game a couple times because I was dreading seeing my death animation, thinking it'd be as macabre and scary as the rest of the game.
...boy, did I get disapointed. 4/10 because the atmosphere makes part of the game, but major docked points for lack of thoughtfulness or testing the gameplay and logic.
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"Some alright bits, but for the most part..."
The fact it's a remix/tribute of someone else's work aside, it just lacks the same energy that Egoraptor's original MGA had doesn't have much 'oomph' to it.
And the more mundanes joke are rendered even more mundane by the above, sadly. Still, not all too bad, but if you intend on going all the way on putting on the Egoraptor twist, to go all the way and really push the voice and style a lot more towards his. It would have improved it a lot more.
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"Pretty nice, if a bit less than the trailer showed"
I expected a little more art quality, given the trailer, but that was still pretty nice. Will look forwards to more plot exposition.
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You need to check your algorithm for version checking. It's totally ignoring the fact that I have the beta for flash player 10.
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Wish I could have given it a perfect 10, but the level X can't be completed on this browser. It hits the spike too high on the second bounce at the bottom and ends up going back into the first wormhole, where it becomes stuck.
Still, good game otherwise.
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