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cableshaft

110 Game Reviews

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Needs a lot of work.

Particularly your hit detection and collision response. I know it's not easy, I still hear complaints of "the frogs killed me when I wasn't even NEAR them" in my platforming game, but when I hit the turtle's a little too much to the side and somehow get moved about 150 pixels to the left (much further away from the turtle than I should) and therefore miss a platform, you know there's a problem.

Also, if you're going to rebuild a game almost carbon copy, the game should feel the way the original does. Koopas should leave their shells, Mario should bounce appropriately off enemies, pirahna plants should stop coming out of their pipes when you're standing right next to them, etc. Without these, the game really felt stiff, and it would have been more worth my time to play the original that's sitting five feet away from me than play your alternative.

Nice try, but you still have a lot of work to go.

Very clever.

A very clever game. Very addictive. Don't see why everyone rated it so low, personally. It's great in its simplicity.

Keep em coming.

Pretty good.

I like the game, but the hit testing is too unforgivable. I see a bullet five feet away from me one frame, and then the next frame it disappears and has hit me? It's hard to figure out how to dodge that. I understand you're just moving the bullet at a set velocity, but perhaps if you doubled the FPS and lowered the velocity per frame it would be easier to see where to dodge?

Good concept though. All about timing, and choosing which path to take. I like it.

binaryflow responds:

i agree in a way, the way i play it is, you wait for yor chance to get through and go for it.. i dont really think the tank handles well enough to dodge..

and while your here.. loved Proximity! most addictive game ive played in a long long time! well done!

Wow, you're right.

You can't edit a submission after 5,000 views. I just tried to update Proximity to prove you wrong, but it stopped me. That sucks, I wonder why they've done that? (Probably that High Tail High being deleted that caused some havok). It sucks that you have to keep submitting it, because you keep taking Daily Features away from other people, and worse for you, the first game is the one that's linked to the front page, not your updates.

Anyway, your game is pretty cool, and it seems you fixed the bug where the 2nd boss froze in place. Your GUI/menus/text look awful though, aesthetically, and could really use some work. And I also think it's complete bullshit that Akuma killed me with a special that made the screen go black and took off over half of my life, undodgeable. I don't care if he is the last guy, that was stupid and unfair.

I can't believe you programmed this in Flash 4. It looks like you had about quadruple the code that you would have had if you programmed this in Flash 5 or MX (I snuck a peek). Take some time to learn Flash MX sometime. It's worth it.

Almost...

The game is well made in just about every respect except 1) the resolution is small, so it's hard to see what's on the screen, and 2) the objects move across the screen too fast so by the time you identify whether the object is something to grab or dodge it's too late to react. Other than that, great game, and a good marketing tool.

PlasmicSteve responds:

Hey, thanks for the review - I did increase the game to a larger site. Check it out again if you can, and thanks for the review.

Oh, the controls....

I wanted to like it, but I couldn't get the controls to work almost at all, and even when it did work, the moves looked and felt extremely stiff. You need to work on this a lot more, man.

Feels empty...

I really like your games in theory. Their style, characters, sound, presentation, controls are all top notch. And I also feel like I'm playing the minigames on slot machines when I play your games, and that's also the problem. Your games tend to be so repetitive and mindless that I have trouble playing the games for more than two minutes.

Ninja Air Combat isn't an exception. The concept is brilliant, Ninjas and anime schoolgirls instead of spaceships in an otherwise standard shooter, but there's no real strategy or skill involved. The screen's too hectic to really maneuver well. I end up relying on getting larger and larger attacks to clear the screen of enemies that don't even fight back, for the most part. There's a lot you could do with the genre and theme that you didn't, and for that I'm rather disappointed in the game.

I'll still keep checking out your work, but there's a reason why I never play the slots at casinos. They're more of a chore than a joy to play.

Wiesi-Mausland responds:

well i respect your opinion.
but for me different things are important. i want to portrait arcade style games, mausland games are something like a parody of those mindless and hectic typical arcade games which i always enjoyed very much! i dont like slow games where i have to think. i just want short action and fun and yea it should be mindless!

Artists!

Don't ya just hate it when an artist loses motivation and stops making art for you games? I know I do :D. Although I've stopped coding games too, so I'm not entirely blameless, but it still gets annoying, especially when you're just days away from completing it.

Anyway, nice concept, except I couldn't really get into it. The enemies just took too long to die, and you really don't have much variety of moves at the very beginning of the game. It would have been better if all the attacks did some sort of damage from the beginning and you only witheld the combos until later. Also it would be nice if the attacks we're significantly different (range, speed, damage, etc), which they didn't seem to be.

Liljim...

I need to know how you got that large of a word list in the game without it crashing Flash. I'll bug Aeiri to bug you about it. Sorry in advance :). It's for a different game concept though, in case you're curious.

Otherwise, good remake of a classic game. Haven't seen one of those for Flash yet. Because of the above, I didn't think it was even possible. Stamper, your art went along perfectly with the game. I wouldn't mind seeing more game art made by you, and I definitely would like to see more games made by liljim in the future.

A little annoying..

The game was very well built, and I'm sure it's just like playing the classic game (w/better presentation), but the game concept of having to constantly move and switch cans was an annoying one, since it didn't have any puzzle or skill elements to it, just tedious "go and grab this one now".

Veteran of the game industry, released 13 games over the past 8 years. Early support from Newgrounds convinced me to pursue a career out of making video games. Just released a new game on the iPhone called Track Lapse.

Brian Cable @cableshaft

Age 42, Male

Student, Game Dev

Illinois State University

Chicago Suburbs, IL

Joined on 10/5/00

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