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Potential

Coming from someone who grew up in arcades, I would have paid a quarter to play this back then. But it has some problems. Forget the graphics, I'm talking gameplay.

All of the obstacles are presented from the beginning. You need to add them as you go along. And make it fluid level based, like every 255ft is a level.

Start off with just the icicles at the fist level, then add the thin ice, then the boulders. Throw in avalanches so you have an obstacle wider than the icicle but still falls straight down (maybe starts out thin then gets wider as it goes down the screen?) and maybe yetis in caves that throw snowballs at you. Just add one new obstacle each level until a certain number of levels has been reached. Then loop it: start with just the one obstacle, but speed everything up a bit. And keep doing that, over and over. It will be like an old arcade game, or a crappy gameboy game (hell, I still play Snood sometimes).

As for the powerups, that one that destroys everything? Why is everything destroyed? Make it fit the theme. What goes with mountain climbing? How about yodeling? Yodeling. What is the icon that gives you increased speed? It should be hot cocoa. And there aren't many pickaxes given out. The health came about in good fashion. But that's all I saw. Need more. maybe a rope? If you lose a life you start off where you picked up the rope instead of at the beginning of the stage.

Sumo148 responds:

Thank you for the wonderful criticism. This was a quick minigame i made back in the day, I'll be sure to fix up everything and add some stuff that you mentioned.

Some things need fixed

The re-appears are blocky and you can just get stuck. It makes the action look terrible. Try a flashing re-appear, where (as like other games) the character appears but will flash a different color for a small amount of time during which he cannot be harmed; to even out the effect you could prevent the character from firing during that re-appear sequence.

During the Stage 8 intro there was ActionScript button text.

It didn't seem that the gauges for the power pick-ups were working properly.

You could implement a scoring system. Points for each Frownie killed, vary by type & ordered by difficulty, plus bonus points for defeating all of the Frownies. Plus, you could make a timing system by making the next wave of Frownies appear a set amount of time after the all of the Frownies in the current wave are defeated.

There are 3 lives for the game, but I think an interesting model would be 3 lives per stage where you have a life gauge and if your health is depleted you reappear flashing. Do that 3 times and you have to continue. Also, if all of the presents are stolen you have to continue. Along with all of this you would get 3 continues.

With that last part new Frownies with special abilities would be interesting.

And of course it needs sound.

Keep working on it.

LOL u hait crystg kilurs

Look out! Du'o'ng is JEWISH!
A kike! A yid! A hebe! A hook-nose! He's kosher, man! He's a Red Sea pedestrian, and proud of it!

Great game. The controls were responsive, although I did find some "hiding spots" in a couple battles that kept me from getting harmed. Graphics are awesome throwback, like a pre-SNES PC title. The mechanics were a little Simon's Quest, which I loved, but the mood was a lot less dark, which is good because I hate when things are dark.

I adore the story. It's something that our children should learn. Destroy the dreidl spinners that get in the way of building a Benedictine church. Kids need to learn that you have to stand up for what's right and the only way to heaven is building churches in the name of our savior Jesus, the one true God.

Wiesi responds:

rofl!

Homage to a great console title

With Typing of the Dead 2 being Japanese only I'll have to make due with this, which is pretty good for a flash game, but could use some depth. Still, the crisp graphics and awesome character design with the campy building animations gets my 5.

Some downs, a lot of ups

Loose controls and poorly defined hit detection areas stopped this game from getting all my 5s. Also, the music stopped after a while. Maybe a fade in to the beginning of the track and a fade out at the end would allow you to make it loop. Nice concept. Great graphical style. Loved the time based goal. Clean up the down sides and maybe add a fuel portion for a sequel. With more levels and maybe some AI enemies (perhaps some more songs) I could see it on XBLA or VC. Great job.

and to think a negative review like this would be deleted by M-Bot
I should start a thread
NG is going to shit but authors like you keep me coming

boring

Why didn't you just call this MovieClip hitTest practice beta? What, there's dynamic clip creation? So? It's just the same thing repeating itself. There's nothing that makes this game unique... or fun.

Try making an action game.

First, fuck this "go to a webpage (that isn't even able to be displayed for some reason) for the clue" bullshit. v1.1 was visually better than v1 but IT WAS NOT TOO HARD! In fact, it was too easy. I beat it in under 5 minutes. You are not very good at this genre. You should never write mystery novels. I'm done. Goodbye.

Terrific!

Great concept, stunning graphics and perfectly executed. Seriously, a great example of game design and development. You need to be lauded and heralded as a programmer.

A review isn't useful unless you give the submission a 10.

Johnny Ohm

w PA-USA

Joined on 9/14/04

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