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Jojiro

95 Game Reviews

18 w/ Responses

For the opening sequence, having a changing resolution as you tell the story is very unprofessional and makes it remind us that it's a quick flash game instead of a polished one. The grammar is also unpolished; you can jump "ON" the enemy, not "TO" the enemy.

Other signs of lack of polish and proper development: enemies disappear when near the screen. The music remains the same throughout all the levels. There is a lag in between levels and during saving, with no real explanation for the lag (for example, it could say 'game saving' during the save lag, so people don't think the game just froze).

Beyond these polish points that are critical, there's the game itself. It doesn't offer anything too new, and boasting that it is "fascinating" is simply over-advertisement. Currently it's a simple action platformer. There is very little feedback from jumping on an enemy; I'd personally prefer more of a bounce instead of just that slight bump. Another odd stylistic choice was having your robot be pixel art, but have the menus (continue, save, load, etc) be smooth graphics. It just looks odd.

Jumping only has one set height! This is bizarre; most platformers allow you to vary this depending on how long you hold the jump button. Bullets can't kill enemies just off-screen; also bizarre.

Your concept of a simple fetch-quest-style action platformer is not groundbreaking by any means. Your mix of graphical styles and limited combat options slow the game down and do not enhance it, as well as creating a weird visual juxtaposition of different themes. The music is repetitive to an astounding degree, and the execution lacks in many areas of polish and even basic gameplay. Viewed in context of other platformers, it simply isn't up to par.

I merely submit, first off, that Newgrounds isn't exactly a place for 'kids' to explore something. But anyway, assuming kids do come on here to play this, they will be delighted by Spongebob and the bright distracting colors. You at least know your target audience. As a non-kid the nearly ADHD design of the 'help' and 'main menu' screen kind of seems messy and non-thematic. The letters are oversaturated with color. But again, kids would like these, if they somehow saw it here.

The lack of a mute button and the inability to restart in the middle of a session is annoying, since it is a high-score game. I do think the music is a bit non-fitting for the situation, though I can't put my finger on why.

It does its job, but its a bit of an odd choice here on Newgrounds even with the 'everything by everyone' label we adhere to. It's not ambitious or exciting, but then your target audience aren't ambitious or terribly deep people.

onyx009 responds:

I give 5/5 to your review of game, thanks a lot .. its really helpful.
1. Mute button is there in the game. We are still trying to create nicer and sweet loop.
2. We will improve the Help Screen, you are right here.
3. NG is the website from where thousands of webmasters copy the games, That is why I upload this game here. Moreover Kids also come here because it is a leading gaming website and top on Google results.

It's like fighting off an Evangelion or Angel using a slingshot. The graphics is pretty phenomenal when you consider a limitation of 4 colors. If the game is also supposed to be minimalistic, it also meets that goal.

In terms of controls, I agree that a pause option, replay option, and a mute option would be welcome. They are kind of par for the course for even this sort of minimalistic game. Additionally, the use of the slingshot and the perspective/physics of it, while they made sense once I knew what to do, weren't exactly intuitive. You don't have to hold the player's hand, but at least give them rudimentary directions. For a while I thought I was supposed to be clicking on those tumbleweeds, or the cube, or something.

In terms of objectives, having levels wouldn't have hurt. You already have the engine in place, why not have several enemies that come in waves? The city could be 'rebuilt' each time or something. Having just a cube to defeat didn't seem ambitious. Especially with the odd difficulty curve. If you can't figure out the slingshot, the cube is hard, but it's actually not too difficult.

In terms of other execution points...the cube seems to be invincible while horizontally transitioning from a destroyed building to the next, and also while it is mid-pound. This seems like a bit of lazy programming or something, since logistically it shouldn't be invincible at those times. I'm also curious if the slingshot action couldn't be animated a bit better, since it's definitely got the most lazy graphics and animation with the string.

Good game, cool and unique (comparatively) gameplay idea, and slightly botched execution that still delivers a playable and quasi-challenging game.

SpringMissile responds:

Yeah, it was made in ~40 hours in total and so I was waiting on the artist for some things whilst he was waiting on me for some others. Turns out that we didn't have time by the end of the compo to ass Pause / Replay. There is a lot of lazy programming, but the cube is supposed to be invincible since it spins much faster when moving, we just didn't have time to show it was invincible, sorry! :)

What the hell are the physics or dynamics of this game? It makes no sense. I was bopped from above and below to oblivion. I was punched to oblivion. I was sent in every single way that this limited game allows to oblivion. I cannot replicate any of these methods on my opponent.

It is possible, I suppose, that I am simply unskilled at this line-pushing concept of fighting, but I suspect that a lot could be done to make the combat smoother and more easily handled. Please add more polish and more features (music, pause, an actual menu instead of three boxes, etc).

I can't tell if this has potential or not, but currently it's not that fun to play and it's difficult to really feel like anything productive is being done when I play it.

No restart, very strange hitboxes (I could get hurt by being close to the spears), no clear objective (adding instruction text at the beginning isn't difficult), messy and unprofessional handwriting when you lose, and abysmal graphics (team up with someone)?

Nothing new with the concept, and nothing special with execution either. I'll review HONESTLY by saying that you have potential and should work with someone to make an even better game. I wouldn't be doing you any favors to review NICELY.

Quirky and minimalistic game, and very very difficult quite rapidly. It's simple and fast-paced, with music that is at the same frenetic pace as the game.

I have to say, it's not particularly ambitious and definitely doesn't capture my interest for a long period of time, but it's good fun for a few minutes of time-killing.

The static that develops is quite a nice touch of detail as well and really makes not collecting the dots a terrifying experience.

A very creative submission that is in the rare genre of sandbox games. The physics engine is interesting, to say the least.

I do wish that levels were more than just box structures, even with the theme of minimalism. Minimalism should always enhance gameplay, not limit creativity or in this case level design, and I think you kind of boxed yourself in with the boxes, pun fully intended.

Also, level selection when there are levels is always good.

I want to say that due to these bits, you didn't fully meet the level of ambition and polish needed for a truly stellar game despite the creativity of the concept and the fun physics engine. Still, a neat little gem in a rare genre that is worth taking a look at.

mastornadettofernet responds:

Thanks for your feedback, well, i had to design all levels in less than 4-5 hours, and to be faithful to theme I chose a "mondrianish" style. That's also the reason for the level-editor, i know it's possible to achieve very creative things with this idea, look at the Zivs levels for example. If the game is well received an many plays it i'll consider to make a more polished sequel, maybe a smartphone/tablet version.

Regardless of how hard or easy you think programming is, the moment you become a game developer who publishes in the public arena, you are subject to the harsh opinions and critiques of your audience: gamers.

This game doesn't have a catch condition for what happens if you jump past the red block at the end. You don't win, you don't lose, it doesn't loop...this is a flaw as a developer that you should have caught. The death condition is extremely awkward due to the lack of auxillary sound effects or visual effects. The game simply resets.

If you try to follow the movement with your eye, you'll notice a choppiness to the motion. This causes eyestrain with elongated play and more frames per second can make this smoother and easier on the eyes.

Finally, the concept isn't even original and you didn't credit your source of inspiration. A nod to it in the title of the game is NOT adequately expressing your respect, something you'll learn in all fields of publishing, not just games. There's no enforcement of this in most places, obviously, but it causes you to lose more cred from a review perspective.

Still, kudos to being brave and adventurous enough to start submitting onto NG! You'll go far if you keep up this boldness in the face of our harsh (but honest!) criticisms.

Trolls are more or less existent for the sole purpose of attracting 'haters' right?

I'm glad to oblige.

0/5

The idea to harness the theme of "minimalism" was wonderfully thought out, and executed smoothly, if not to its full potential.

One gripe I have is just the limited level design. A lot can be done with platformers, even just with a 'death block' and jumping mechanics. That you didn't try to make more novel of a platformer was a bit disappointing.

The clearance for 'one jump' for red blocks was also very narrow, making them a bit more difficult that I think intended, though this is more a private pet peeve.

The comment about art and the ending were also quite a nice touch to wrap up the piece. Overall, well done and well executed, but I'm going to take points off because it simply isn't that fun besides as an experimental piece on minimalism and because it wasn't very ambitious as a platformer or game.

That being said, I did like some of those final levels where you could only jump, especially the one consisting only of tubes and elevators. :)

Freelance artist and writer for Omoi Gamez. Game critic. I love art games, platformers, and platformer art games. I am full of ideas and love even marginal collaboration with creative projects. Want in depth reviews, beta testing, collab? Ask me!

Age 30, Male

UNC-Chapel Hill

North Carolina

Joined on 6/21/09

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