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Yatsufusa

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Recent Movie Reviews

26 Movie Reviews

(Normally, this isn't the kind of review I would leave. I would talk about the way the story is conveyed, talk about the message, get a little artsy at times, give helpful pointers when I'm able to...)

I loved how the movie drew me in immediately. Everything's great: The pacing, the animation, the characters' expressions... I mean: It's an _eye_! One character is essentially _an_eye_ and with just a few lines you made it emote so clearly and strongly.
I'm a pretty silent person, but at some point I exclaimed: "Oh, this is nice. This is _actually_ nice!"

And all that from just 'a trailer'. I'm looking forward to the release of 'Koishi Project', no matter if it's this year, the next, or 2050... If I wasn't already following you I would be 'now'. :)

I already suspect that the greatest tragedy of its release will be that we cannot rate it higher than 5 stars.

Edit: @Xenomorphian: Just wanted to confirm: You are absolutely correct. I just know "Touhou" as "a thing that has fanart done from time to time", so I have little to no chance recognizing any of it when I see it. Since it doesn't change my initial reaction as an uninformed person, I'll leave the rest of my review as is, though. ;)

I feel like there is a 'message' here somewhere... :)

You did a good job with the yolk, directing the viewers' focus where you want it. Actually: You did a good job with the movements of 'all' the individual parts. The camera panning was very smooth and well paced - not too fast, not too quick. I felt as if the amount of egg white was a bit gratuitous, but that was probably intended and on pars with similar scenes that use the red juice instead of the white one.

If I may get 'artsy' for a moment: The kitchen background used was eye-pleasing in its own right (nice kettle!). The transition from the more complex 'toaster backdrop' to the bleaker and empty 'single-use napkin holder backdrop' goes very well with what is about to happen...

And yeah: _Really_ liked the message. But that being said, the animation is what it is: A short demonstration of your capabilities as an animator - without a story arc or depth to the character(s).

I'm looking forward to your future submissions. Which is to say: Welcome to Newgrounds! You've gotten yourself your first fan here. :)

NineFoldCreations responds:

You’ve just made my night, thank you so much for your kind words🥺.

Recent Game Reviews

45 Game Reviews

As a software developer, being lazy is _good_! It prevents you from doing unnecessary work, will reduce file sizes, and can breed more elegant solutions. But your approach to the Newgrounds medal system is the wrong kind of lazy.
I have never worked with 'TurboWarp Packager' and I haven't published any games this millennium, but I know that you could have looked up how to do medals in TurboWarp. Do you know how I know that? Because I collect "Guides, Tutorials & Other Help" in playlists to help artists. And in in the process I have looked this up myself. That means others already 'did the work for you'. You just had to look it up.
I'm giving you this one for free, but if nothing else I'd ask you to reconsider your approach to game development. Trust me on this: Putting in more effort when starting out will save you _so_ much work and stress later along the line. (Incidentally, this is also general life advice.) Be 'the right kind of lazy'.

Take care.

Newgrounds.io Support in TurboWarp (by @ElRandomGMD)
https://www.newgrounds.com/bbs/topic/1534619
(Chapter 3 deals with medals)

Before I really start I have to get some things out of the way: I don't enjoy maze games and might be biased. They are simply not my kind of game, mainly because I get bored by their simple setup. Despite this, I still think your game deserves a review, because it was rather well executed. Okay, let's see now...

You added a mute button. So your game is already superior to 95% of all maze games in existence. Good job! ;) You also spend some thought on the way the movement mechanics work, so players can not cheat their way to the goal. As far as 'true' maze games go, this might be one of the best there are. Overall, the game stands on solid feet. Quality control wise you did a lot of things right such as having a tester and fixing bugs 'before' you publish. Some of the bigger game developing studios could learn from you.
However, I also have some gripes...

Technical bits:
Instructions: The instruction you listed in the Author Comments should also be in the game. Additionally, having "Maze Game" in the title will only tell 'most, but not everybody' what the game is about. It would still be nice if you explained the game mechanics for the inexperienced gamer.
Key Bindings: 0, 1, 2, 3 & 4 aren't really intuitive keys. How about "M" for mute/unmute, "S" (or "H") for show/hide cursor and "R" for the reset option?
Level Select: I don't think the games saves a player's progress. Skilled players 'can' finish it quickly, but a level select on the main menu would spare players that had to close the game for some reason the frustration of having to play everything all over again. Showing the current level number in a corner would help players to tell how far it is to the end and give the whole experience a more professional look. Fancy graphics may be nice, but _effort_ will always show.
'The Bug': Everybody experienced it; everybody knows about it. You added a workaround, but it would still be better for both the players and your personal experience as a developer if you could manage to find a more elegant solution.
Pride: This is only a minor thing to me, but you should show more pride. You made a game and people liked it! You should add credits to the main menu. This would as well be a good place to tell your 'story' and thank your friend that tested the game during the beta phase.

Content:
Level Design: Some levels felt unnecessarily long. Not difficult, just... more 'artificially lengthened' than actually challenging. Speaking of challenge, I noticed that the tunnel bits get reduced to 1 block width rather early on. You worked with different shapes for the most part, but some parts seem to say "I'm just a long tunnel, because the developer had some space left and didn't want the level to be over." The cannons where a good and innovative addition to the level design, but for the most part they only did the same thing, just in different places. It would have been nice if you had invested more innovation in the way you placed them. One setup that immediately comes to mind would be two cannons that alternate shooting down a 2 block hallway that the player has to pass in the direction of the cannons (with a tunnel branching off right before them). The game could also use some other 'obstacles', adding more variety.
Ending: I didn't feel satisfied when I beat the game. Sure, there's a medal, but I don't play games only for the medals, if you can believe that. A single sentence might fit the theme of the game better, but I think I would have preferred something along the lines of "You, <Playername>, are awesome!" than just a notification that the game is done now.
Story: While I can't really blame you for not coming up with a appealing back story for this kind of game, games with even the sketchiest of stories tend to be more rememberable that those without one. Throwing the hero or a princess in a dungeon is often enough to leave 'some' feeling that a player's actions inside the game world matter. And if you let a girl rescue a boy you can score points for originality as well. (Which is still something that is hard for me to wrap my head around: The dark ages are long gone, but still most protagonists in gaming are dudes... What is wrong with you, world?)

Still... All in all you did a pretty good job. It's just that I think some tweaks might have made it 'exceptional'.

Rock On!

Recent Art Reviews

3 Art Reviews

Just FYI: Even though I think "easier on television" had a better 'presentation', this is the kind of work I follow you for.
Let it all out. People are absolutely awful with accepting change and it gets even worse with age. But their acceptance and your situation will improve 'eventually'. I wish you strength.
Go you! :)

Sweet sweet misery

A really nice track of thoughts you followed there. Characters as well as background look great and the viewer can really feel Luigis misery. It really gives you a glimpse at the hell that is his life.

And since I'm already typing: We are talking about Characters from a game where the size of peoples heads almost matches with the rest of their bodies... I can't understand why somebody could be so nit-picky.
To me her slopy shoulders, extra eyeliner and haircut were all pointing in the direction of the emo-scene, which only makes sense.

Just wow!

It took me a while to realize you actually did this by yourself.
I guess you could do this for a living... Oh wait... You already do. XD

arvalis responds:

no i dont, im just an art student

Update: Slowly recovering NG-wise, but I'm still in backlog hell. Less PMs or comments from me for a while, unless it's urgent or you're lucky...
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If your concerns would take longer than two minutes: I'm so sorry!
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Links for artists below. :)

(in their adulthood)

Adviser, apparently.

[Class] Learning Enthusiast

I live in the Artist News

Joined on 12/3/09

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