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Yatsufusa

43 Game Reviews

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Surprising

Much better game than I suspected and submitting the score actually works - unlike 80% of the games on Newgrounds, who just seem to have a dummy button. The controls are astonishing smooth and I couldn't find any glitches. Graphics looked good and the instructions, as well of the whole point of the game were easy to understand. The characters behaved different, so there is actually a deeper sense in switching through them. Your Practice Mode was a great idea, too. Sound effects and bgm weren't too importunate.

The only thing that bugged me was that there seems to be only one level for all the waves.

All in all a great engine and a good concept, it just gets old too fast.

Nicely done script

The whole setting works very well, no huge glitches like falling through the world or something. The water works nice and I like the little detail with the arms.
It would be nice if you could turn the tank around and the enemy would do something other than following you arround now and then.

Meh.

You should think about also giving instructions inside the game. Maybe with pictures. Makes the whole thing more natural to use.
The 'buttons' themselves lack border and background to be identified as buttons. In addition to that nearly all commands are very thin and thereby tricky to hit in the given time.

nice work but...

It's very simple but good and has catchy tunes.
I would only prefer the current arrow to be additionally shown in the upper right corner (maybe slightly faded). Right now the list of arrows to come feels a little unnatural to me. What I also miss are a pause button, a mute button and a feeling of reward. After 4 levels I stopped playing because the feeling of "Hey, a new game. Let's look at it..." had worn out. Try to give the player some 'accomplishment' after each level. We all love to save the princess...

agitatedferret responds:

Having all the arrows next to each other would make you just look at the top right of the screen and ignore everything else. I might as well had the game be 50x20 if I did that.

Pause and mute buttons would've been added in, but this was for a contest with my friend to see what we could produce in exactly two hours time. What feeling of reward could I have implemented?

The accomplishment in my eyes is beating your old high score, the more I played my own game the more I discovered cool tactics to press the arrows faster.

I can barely express how great this is!

First of all: Great idea! I'm enthusiastic and excited.

And I have really used this and there are some tiny flaws:
- Some Characters seem to be too close together. Although that might be something Mr Lucas is to blame for, it would be very nice if there was a pixel offset between the characters.
- Not all text that was entered into the box does actually show, meaning the field you enter your text in is uncapped while the actual shown text caps.
- The text runs REALLY far. I've been watching it during this whole review and there is still yellow blinking line at... 'the end of the universe'. Since it keeps running long after the music has stopped it could have a higher cap or simply stop when the music does.
- Umlauts and other fancy characters doesn't seem to compile. (Most likely it's Mr Lucas' fault again...)

Even though: It's great and simple and simply great!

polyrhythmm responds:

Just updated the end of music reset. Tried but failed in editting the text. Must be the custom font. Thanks for the feedback

Cool! (Can you still say 'cool' on the internet?)

I'm missing a pause-button, the golems' edges look a bit too smooth and maybe you should add a short explanation why the Protagonist can't swim. Like Guybrush Threepwood he can't swim, but can hold his breath for ten minutes... ;) Maybe a short line like "The weight of my sword keeps draging me down" in the first basin you fall in.
Apart from those tiny flaws I think it's a really nice game with a solid story.

Fun but buggy...

Nice gameplay, but it still has a few bugs:
Transformation: The avatar flickers with every click.
Game Over: The score shown in the box is always zero, regardless of the score in the upper right corner. Highscore submission seems to redirect to a nonexistent url.

I would also appreciate a story and an explanation for what the '2nd form' actually does, since it doesn't seem to have any improvements to me.

But these are just little suggestions. After all it is a nice game and was fun to play.

Looks nice, but...

It don't bother me that your game is 'Diabloesque', but it's highly repetive and looses a lot innovation after the 3rd character-level. To beat the boss of the first zone I had to grind way to much enemies. The gold you get for your items seems less than 10% of what you would have to pay for them. In the grinding itself what takes the most time is moving. Even at lowest quality settings and with all the 'speed-up' items I could get my hands on it feels like my characters are moving underwater or at least through a swamp. You can't hit in an diagonal but enemies seem to be able to do beat you that way. When you open the inventory the action isn't paused, although it blocks out your entire field of vision, so your character might lose more HP while you use a healing item than the item heals. There seems to be really no point in having them other than to fatten your pet-dragon.
During my first combat I thought Arazec was broken or I had missed to choose a certain option. The mage starting with no spells and not even attacking with his staff or an obsidian-dagger made me wonder where he gets his levels from. Definately not from experience...
Other than those there is no feeling for a storyline developing, the most basic thing when thoughts come to RPGs. You just beat certain people to death. Nobody ever tells you why any specific group of people, boss or semi-boss is bad and you get no support from anybody. Although there are certain zones you return to the same old start-town with the same old people in it. There is little to none motivation to do anything at all other than player's curiosity or greed for NG-medals.

You've already put so much effort into this game, why don't you put just a little more into it? Surely everyone would love it.

invisible boxes (glitch)

First of all: nice game. But without the one single glitch it would have been a GREAT game.
You made it so that Parker could stand/balance on the very edge of a cliff, which is a good thing. But in order to manage that, you added almost a full box-length of an invisible brick to each cliff. That wouldn't be so annoying if it wasn't impenetrable from the lower side. It makes stages 19 and higher really really frustrating.

One other thing that bothers me is the Newgrounds-logo always lurking in the background. I sure LOVE Newgrounds, but it's a little distracting...

Very Hard

You made your game pretty hard. Almost every place you have to click is hard to find and without your walkthrough (thanks for that, btw) I couldn't have done it in under a week.
It took me quite some time to even figure out that you have to click on the border of an items frame to examine it. Before I read the walkthrough I thought you simply couldn't have a closer look by design.

The game gives puzzle-freaks quite a bit to chew on and although it might look very spartanic on the first glimse it's a complex game with many details. Best example might be the 'rubbish wall'.

NG is 'still' nice, though some features merit improving.
Sadly, still don't have much time to play games.
Replies to your PMs may take a few days - keeping the quotation helps.

Links for artists below. ;)

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