Age/Gender: 24, Male
Location: Toronto,ON
Job: Student
To Blam and To Protect Is To Be D.
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You could go quite far with this if you wanted to and have quite the game set up! Reminds of an early PS2 game, forgot the name of it unfortunatly, regardless heres some suggestions.
1)Try to code in a bigger window to enable you to have more fireworks per stage.
2)Many more stages with more waves as you progress with different backgrounds and themes. You could even make a storyline where you are a small time fireworks company, and develop into a larger company thus your fireworks get bigger and badder (you could also throw in options to develop certain fireworks after each stage with "money" you get!)
However if you do more stages dont forget to include more "firework initiation ammo" the harder the stages get.
3)It would be also cool to develop a "freezetime" mode where if you get maybe 1 or 2 chances per stage to freeze time for a few seconds to help you with the timing. Why develop a freezetime mode and not into normal play? Just for the sake of highscores, being able to do it perfectly without freezetime mode would be giving you ultimately a higher end-game score.
Nice game, hope you stick with it! Good luck.
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"Green Screen of Death" was kinda lame! Was hoping for a much more killer sequence to that question haha!
Anyway great job, the only thing I can recommend is obviously one: better ending, maybe a little bit more detail on exactly what limbs are being cut up..and the more progressively worse you do, maybe the more bloody your screen gets/more shakey? After going through the pain of losing limbs after limbs, you still wouldnt be as calm as the character seemed if you answered wrong over and over :P...
That might be a decent kick to it to add the screen trembling at first with a little blood, then it getting worse and worse. Heck maybe the violent shudders saves the character in the next game? (accidentally kicks a saw or something into the doctors head lol) Thus this would give the player a less linear way to end the game then it did with this which is just basically getting JUST enough right to pass to the next level where your death counter is reset :P
Author's Response:
Thanks for the ideas!
We originally had about the same plans, though :/
Well, it's unfortunate that we had to rush the game in order to get it done for Halloween. Basically, that's why some really twisted stuff had to be cut short and additionally, we only put in 20 minutes or so of testing - beware of bugs >:(
That with the winning screen is one of my personal *favourite fails* in this, hehe, whatever.
Glad you had some fun with it anyways.
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Despite the style and illustrations being something you almost never see, the game play was a bit bland, for the most part you could HAD to button smash in order for you not to go into -5000.
It might be better to redesign it so your hands are empty at the beginning so you can actually catch a few new items, otherwise people will be forced to button smash "juggle" all the items till eventually they explode.
You could also do with levels, the first few dropping the items slower and fewer so you can get a feel for it, then speeding up as you progress through the game (maybe you can earn new treasure boxes to store some of the items that fall so you dont have to catch them?..i.e the fish?)
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