BloodBowler

Age/Gender: 80, Male
Location: UK
Job: Amateur Gamer

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Newgrounds Stats

Sign-Up Date:
1/14/03

Level: 6
Aura: Neutral

Rank: Civilian
Blams: 1
Saves: 2
Rank #: 202,321

Whistle Status: Normal

Exp. Points: 315 / 400
Exp. Rank #: 115,687
Voting Pow.: 4.62 votes

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Flash Reviews: 20
Music Reviews: 0
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All Flash Reviews

20 Reviews | 0 w/ Responses

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Score: 7
Heavy Gunner

"Well made"

submission: Heavy Gunner
date: August 27, 2009

A very well made game all around, everything in it is solid and functional, only small problems to be addressed really. First being that my screen couldn't fit the entire game, I can't think of a reason why you would need a large game screen instead of small characters and enemies but ah well, its done right?

Wonderful visuals. Only things I will say are that there is very little visual difference between a regular shot and a charged shot and that all shot sprites appear to be the same sprite just with a different size or behaviour.

As I couldn't see the whole game screen I can't be sure if there was a meter or some sot of indication to let you know when a powerup was coming, if there wasn't, there needed to be. Would also give the player a reason to move aside from dodging enemy shots.

Also: I am playing on a laptop, so controlling the ship with a touchpad mouse was awkward. Try having a second control setup or laptop users. All it really means is having some keys to fire and angle your gun really.

But dont take too much of this criticism to heart, you have a brilliant game and one I have definitely enjoyed playing. 7/10

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Score: 5
Space Voyage - Invasion

"Done well, needs more"

date: August 27, 2009

Good idea, I've not seen a vertical scroller combined with tower defence elements. However it all seems to be very basic with little expansion on it.

Yes there is a 'Maingun'. This maingun is a crosshair on the screen that changes size slightly when you click. This changs the focus from shooting enemies to clicking on enemies, subtle difference, but noticeable.

Yes there are a varying amount of enemies. However they are all the same image with different colours. The varied flight paths are GOOD, I like this in the aliens. However the same image with different colours does not make them different enemies. This is easily solved though, if aliens with different flights paths also have different images, it bring the two elements together well.

Turrets are good, nice variety however your plasma cannon seems weird, having 1 damage and 10 fire rate yet being insanely slow. No explanations for what these stats mean, nor any indicator of upgrade status outside of numbers on the menu, this may seem weird given what I said previously, but why not change the colour of the weapon depending on it's upgrade status? Or give it an identifying, incremental feature like strips or battle scars or a larger muzzle or some addendas or something?

I think the only real problem with this game is that everything you put down in as features is really a standard, you have the wrong focus. Upgrades, multiple levels and a final boss are all standard with TD and most shooters, work more on your original idea and you shouldn't go far wrong.

I look forward to seeing more of this game from you.

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Score: 4
Xalaxer

"Nothing to it"

submission: Xalaxer
date: August 27, 2009

A good idea but executed poorly. The dual control system was functional but playing on a laptop with a touchpad mouse made it a little awkward. Allow for control with arrow keys as well as A and D, or some other letters further to the right than A and D.

That being said, I'm sure the entire flow of the game was meant to be simple, but this feels more than simple, its minimalistic and it tends to make for a game that doesn't engage or encourage play. Idea: Give the player a goal other than a high score. Since the high score isn't even shared with anyone or anything it is racking up points for the sake of raking up points. Give a goal, an ending, a series of upgrades or something for the player to attain. The player doesn't even need to dodge shots, just strafe a lot which ties me in nicely to my next point.

Visually your game is retro and that's sweet, however the line between background and foreground is blurred with the scrolling stars I feel. It took me moment to get around the fact that the stars change size and I am not being fired at by these ships. If the ships shoot, make sure it is a rectangular shot, or not white.

Overall I feel that there could be so much more done with this game. Offer a couple more game modes. Have both ships on the same screen, one red, one blue. The red ship can only shoot red ships, the blue ship can only shoot blue ships, the ships cannot pass each other. You could have both ships on one screen but facing opposite directions, one firing at enemies from above, one from below. They could be at opposite ends of the screen firing towards and capable of destroying each other, trying to destroy vertical scrolling enemies.

Like I said at the beginning; good idea but executed poorly. Mess about with the concept and see what works for you, should you plan to take this any further. Best of luck. 4/10

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Score: 6
Ricochet Kills

"Brilliant Foundation"

submission: Ricochet Kills
date: August 27, 2009

Same as what most have said: This game has a lot of potential but it need a lot more; Different enemies, more engaging scenery, varied architecture, numerous characters, numerous weapons, numerous shot types, moving scenery, moving targets and so on and so on.

With that in mind keep on making these things secure in the knowledge that you have a good, solid base for expansion on. Nicely done!

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Score: 10
Portal: The Flash Version

"What gorgeous physics"

date: October 13, 2007

The focus on the portals is beautifully done, the physics engine for this works perfectly and the game is flawless if not for a few minor glitches.

The biggest one I found was on lvl 27 or 37 (I think) It's the level with the robot gun in the room you have to portal into. Anyways, after taking that out, I put a blue portal on the higher wall to the top left (Where the wall steps in slightly) put a yellow portal on the wall below the exit, jumped through the yellow portal and found myself warped straight up, standing in front of the exit. Aside from this a few other minor holes, amazing game. Please make another, same engine, more levels maybe? I dunno about everyone else, but I want so much more of this.

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Score: 10
ATI: Spot The Difference

"Amazing, absolutely amazing"

date: October 13, 2007

The art was top notch, the flash work was beautiful, the music fits, everything is consistent in theme and nothing looks or sounds out of place. The difficulty curve is just about perfect and the differences get a lot subtler towards the end as opposed to smaller. Big difference as a lot of spot the difference games leave you counting hair spikes or something to find what's out of place.

To summarise: If you're a player, play this game.
If you are the creator: Make a sequel, Please!

Kudos to you on just abotu everything here, lots of work has gone into this and it's obvious. Beautiful stuff, A++

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Score: 8
XENO TACTIC

"When this is complete, it shall rule."

submission: XENO TACTIC
date: June 10, 2007

First off, this is an ace game. I've been hooked and playing for a while now. Whilst I understand it is Beta, it's got a lot of glitches that need working out. Here are just a few I've found:

Sometimes when clicking on the map (Mostly between waves I find) all your gold dissapears and the count is replaced with ' NaN '

The Splitting aliens can force their little offshoots through weapons if they are in an enclosed space.

Sometimes the shot graphic is frozen on screen (I've seen it happen with the Plasma turret and DCA so far.

These are a few, I'm sure there's more.

Suggestions:

Increase the amount of time inbetween waves, they come a little too close together.

The Vulcan guns prices are skewed, the first upgrade is 15, the second is 10. This may want reversing.

The Freeze Turrent might want altering, I bought it, most of the upgrades are 25 and the final upgrade is far cheaper than any other.

Rename the SAM turret with just Missile turret, or make the SAM turret attack flying enemies. (SAM = Surface-to-Air Missile)

All of this aside, it's an amazing game. I look forward to playing the finished version =D

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Score: 10
Foamy Fan Mail 4

"How much Must this squirrel endure?"

submission: Foamy Fan Mail 4
date: July 21, 2004

How much fan mail must he answer before they let him off? (or at least get him a new set and a pay rise) When will these people learn?? NOTE: Tool_Of_The_System: Creator of Foamy final F'ing Fanmail and illwillpenis . com. You A: Took Something that was incredibly cool and fucked it up so much i couldn't stand to watch 5 seconds of it. Second: You take one of the best repeat *BEST* animators on Newgrounds (god bless that site!) and diss him. I am going to find you, and when I do I will rip your head off, shit down your neck and feed what is left of you to some ravenous sharks swimming around some bay somewhere. Professional advice: STOP MAKING THESE SHITTY MOVIES!! COME UP WITH SOMETHING ORIGINAL FOR A CHANGE!!

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Score: 7
Kirk's Skate Video

"watch closely"

submission: Kirk's Skate Video
date: May 12, 2003

good skate video. very fluid at 24fps (well done, bet that took some time) and to everyone reading this if you click pause when he at the waterfront the stick man stops skating and the reflection carries on across the screen!!

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Score: 10
Tactics Core Demo

"Best thing i can find..."

submission: Tactics Core Demo
date: March 25, 2003

Fuckin brilliant game dude. the best on newgrounds so far but the full version is well awaited by me and many others. otherwise keep the cool shit comin..rock on!!

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