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cableshaft

110 Game Reviews

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Needs A.I.

Consider your audience. Most people who go to these flash portals are by themselves and won't have easy access to playing your game with multiple people. Therefore, every multiplayer game should have optional (or by default) A.I. opponents. I realize this makes the game harder and take longer to make, but the game really needs it. At the very least you could have had a mode where you face multiple planes that are already in the air flying across the screen and shooting at you, and record how many you shoot down before dying. They don't even have to do a lot of movement.

Nice.

Neat game. Reminds me a lot of Warthog Launch with its trial and error gameplay.

It was okay...I guess.

The style was cool, but the game itself wasn't all that interesting. It was pretty much just mindless button mashing, with a little dodging (very little required) added to it. I pretty much turned my brain off while playing, which I don't like to do.

Pretty clever.

Neat idea for something so simple.

Eh...

If this is exactly like the original, then in the original game some bad decisions were made.

First of all, I don't like how the enemy tanks have their turrets aimed at you always, and you are forced to aim by turning your whole machine. Because you turn at a much faster rate per frame, it's almost impossible to line up a shot so it doesn't collide with a wall, whereas the enemy will have no trouble getting a perfect shot at you. Because of this, your only real strategy is to hide behind a couple walls and wait for it to round the corner and blast away at it before it's rate of fire gives it a chance to shoot you. What should happen is the enemy's turret should be locked with it's turning and it should turn at the same rate you have, and your rate of fire should be lowered to the same as the enemy, that way it's completely fair.

Also, the lack of reverse is annoying. I see the original was the same way, though.

Well coded, though. Looks pretty nice, also.

Needs fixing.

The collision detection is a little too stiff and unforgivable. I die on things when the cupcake isn't even touching them. The collision testing seems like you've got a large bounding box around the movie clips and you're doing a simple hitTest which is causing the problems. You should set it so it checks if the images are actually touching instead of the size of the MC or write a function to test the distance between the players and the enemies. Either one will do.

Kenshino responds:

I think it is a bit more complex than that, but Rhythm decided against doing advance collision detection since he feared it would slow down the game too much.

Nice.

Had this exact same idea once, gameplay wise, though with a different theme. Never made the game though. Now I don't have to :).

Very well made...

Very clever idea, creative, pretty, and fun to play.

I played Necromanthus' version...

... and it doesn't look like you did ANYTHING other than decompile/import it into flash and added a text box with your name on it. I don't see how you're ethically selling someone else's source code, either, or even how you got ahold of it, but it doesn't look like you've done much more than swipe someone else's work and called it your own. And even if you did 'improve' it somehow, I played both, and I don't see any improvements. If anything, they're so minor to even be noticed. Still has the same glitches, still missing the floor textures, same units, same objects, same limitations, same pathfinding errors.

For anyone else who wants to see for themselves, just do a search for Necromanthus Warcraft.

I was going to make something like this once.

Only mine was going to be set in medieval times. It was just an exercise to see if I could do it, and I quickly got distracted by other projects. It's nice to see someone made one and see how it looks.

Lord-Lucraft responds:

heh, that's funny =) I actually got quickly distracted too... though i managed to create a viewable version :P

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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