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View Profile Psychofig

18 Game Reviews w/ Response

All 45 Reviews

Nice.

You showed me a beta of it, I thought this one is good too. The guy doesn't bounce off walls and you made a few interactive mechanics in this one. I can't really judge though, seeing how the guy has very little moving space.

This is rather intresting, but I have a few quirks with it.

First off, I don't like the deceleration. You can make the guy slide up slopes when he slows down, which is weird.... He should only slide while going downhill or on a flat plain.

Second of all, the slide animation is kind of weird when you just tap the keyboard. It only goes to the stand animation when you have zero speed, so if you tap it, it goes to the run animation, then the slide animation, and then the stand animation, making it look like he's having a seizure.

I like it though, it's playable, you don't really have to take my advice as long as the player can operate the character fine, you've suceeded.

I also like the tutorial, so here's your 10/10.

Kwing responds:

Thanks! Maybe if you wanted the deceleration thing not to flash, you could alter the sliding display script a little. Perhaps if xmove was between -3 and 3. Whatever, your choice.

Okay.

I'll start off with the good parts. The artwork is nice and the story isn't too complex. You made good use of transition effects and it looks professionally made. I like how the forest becomes more visible the more you move into it.

Now with the cons, and I know it is just a demo, but you have things to fix.

-Optimize your flash. The game runs at about 6 FPS even on low quality, and I have a 2.6GHZ computer, so it's probably even worse for other people. There is an option in every flash tool above MX 2004 called "Optimize". It makes shapes less complex and lowers quality a bit, but sacrificing graphics for gameplay is better than sacrificing gameplay for graphics, right?

-Battle system. It's nice, but again, laggy. Also, it's not original either. People won't want to play a game that doesn't have originality. This is a problem with many RPGs available today, they repeat themselves to death. Maybe you can make some attacks take strategy, like making people do a button combination in a certain time period to pull off the attack, or make them do something else, I dunno, it just lacks the appeal for me to play it more than 10 minutes.

-Character Model. The one on the overworld looks weird, he barely moves his legs when he moves. Maybe put some pizaz into him or something, he's too dull ATM.

And again nice job anyway. I know it's just a demo but you have much to improve before releasing it. And check out my games too! Maybe we can collaborate some day!

RockLou responds:

I've optimized it as much as I can! But I still held a standard that I wanted, and unfortunately it lags for some. For most people it does seem to work though.

And about originality... almost everyone else have praised how original the battle system is. I'm very proud about it, and I like it as it is. I honestly haven't seen anything like it before, personally.

The overworld character will most definetely be worked on. Alot of people have complained, and adjustments will be made.
Thank you for the review, and I checked your games and sure, a collaboration would be nice.
Gotta admit though, I like working solo. :P

Nice!

Very nice, it was fun. My only complaints are that the sound is a bit scratchy and you have to play for very long time before the game actually becomes getting hard. Otherwise nice work, looking forward to a full game of this!

PS. check my profile and review my works.

gameblocks responds:

thanks. I will check your profile and review your works.

Nice job!

Hey buddy! About time I reviewed one of your games...

I liked it, you've pretty much got the gameplay down. It would be cool if the zombies would be pushed back if you shot them, and then when you killed them, instead of them just disappearing, you could make some sort of death animation, and then have them fade away. The hit tests aren't sub par eiher, what I would do is make a transparent circle inside your character that the guys have to hit, so that you can slightly touch them. Or maybe make htem throw their hands at you...

The graphics were a very little bit disappointing, I know you kept it simple, but maybe scrolling or what not would be better. It'd be nice to add some grass, shadows, etc. Maybe barriers, you hide behind them, but eventually the zombies break them down, and maybe a campaign mode where you can buy different better weapons and maybe some barriers to protect you.

Good concept, keep it up man!

Kwing responds:

Yeah, I know I should've added more stuff. I just wanted to experiment with medals and crap. In fact, even if I had wanted this to be a masterpiece, it probably wouldn't have had real crazy stuff like an environment or anything. Although a recoil from shots would have been really sweet, great idea! (I could probably do it, but it would be hard and easily exploitable, esp. because it would look more jerky than some kind of recoil animation, etc.) As for a dying animation, I guess I could, but I'm lazy like that. Besides, I use the same 4 zombie Movie Clips, so I want the player to be bombarded the instant they take a zombie down >:) Thanks for the constructive review!

Horrible.

Well, the entire gameplay is broken. It's really a pain kicking the people, they move way to fast, and without a real clear objective, this game is no fun at all. I don't know how you could improve this at all because I don't see any point to it, but I'll give you one thing:

The graphics are OKAY.

It's hard coming up with an original idea that works, take that from a fellow developer.

zumbicorrosivo responds:

Thanks, man. Our designer really appreciate you liked the graphics! :)

Un-original, overdone concept.

No offense, but the maker of this game should know that this has been done about 200 times already, and at that, I've seen much better copies of the, "Hit and Run" games, with traps and what not.

I suggest if you like the game how it plays, add a ton more to it so it actually becomes original and fun to play, otherwise it's kind of pointless at the moment.

If it were the first of it kind, then that's a whole different story, and I'd probably rate it something like 7.

ciaren-c responds:

Thanks I guess, I suppose everyone has an opinion.

Amazing Work.

You've conquered the PSP Limits. This is a stunning piece of work for the PSP, as much as the system is picky this is great. Even I couldn't pull this off, but sadly by some stupid jerky newgrounders, this has been picked down on.

I will do my best to send this around the internet, F-A-N-T-A-S-T-I-C!

Kwing responds:

WHOA!! Thanks! And I just got a reply from the king of PSP Flash Gaming... Holy crap holy crap holy crap holy crap... Thanks for the review!! Honestly, I think Moovlin beats this by a long shot.

No offense...

It wasn't well coded, and for the alien part I could just avoid the space ship and go past it. The story is a bit funny, but it's short. The character art could of been better, maybe make eyes, animations when moving, etc.... But it's neat and substantial for a PSP Flash Game.

I guess it's okay, but you could have put alot more time into this and you chose not too.

MentalAtom responds:

Ah, jfig! i wondered if you might turn up. Ok i know the graphics needed more - by a lot! and for the part 2 i will definately improve it. Can u pm me on PDC to explain how it wasnt well coded please

I am the creator of Moovlin PC! Go check it out!

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Joined on 3/17/07

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