Regularjoe

Age/Gender: 17, Male
Location: NY or CA
Job: College Freshman

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Flash Reviews: 63
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All Flash Reviews

63 Reviews | 10 w/ Responses

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Score: 2
Seven's Second Adventure

"Bad game"

date: November 21, 2009

The game was long and unfun. It's writing, music, and art were OK, but the gameplay was the pits.

Also to get medals:
In the bios, click on one of SevenSeize's shoes.
Also in the bios, click on Vince Lesniak's nose.

November 21, 2009

Author's Response:

ok, cool

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Score: 8
Ooohhh! Pantalones!

"The spanish was terrible!"

date: November 12, 2009

The Spanish is just as bad as you hoped it would be.
For example, "Como esta?" when normally used means "How are you?"

The animation was smooth and the voice acting was great.

November 12, 2009

Author's Response:

how are you? HOW ARE YOU!!?? X3

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Score: 10
This Will Pass

"Hilarious, Thrilling"

submission: This Will Pass
date: September 16, 2009

This flash is a paragon of hilarity, a brilliant cutting satire of what Newgrounds was and has become. Deserving a frontpage spot and begging a sequel, I can only wish that you continue your illustrious flash career in the years to come.

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Score: 10
Journeys of Reemus: Ch 3

"Excellent Game"

date: July 1, 2009

This game had gorgeous art, great music, and clever puzzles.

The glitch in the cave interior is still there in 1.1. I only was able to beat the level by switching to Reemus before Liam got glitched into the pond, and having Reemus "push" Liam out of the way. Still took a few tries to get around that problem.

One thing that I would like to note is that you seem to be using two character, multi-screen gameplay for puzzles that do not really need it. After all, you probably could have fitted many of those puzzles on a single screen. Letting the characters wander around only opened the door to more glitches. In the second game, the few parts where the characters could wander about separately were notably clever. In this game, the main reason why we need to switch between Liam and Reemus are arbitrary restrictions on picking up items, and "you stand on a button while I solve this puzzle" solutions.

I would welcome if you made gameplay a little more like the first couple of Reemus adventures, to cut down on all this unnecessary character switching.

It is still an amazing game.

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Score: 9
Raider: Episode 1

"TOO HARD but AWESOME"

submission: Raider: Episode 1
date: June 10, 2009

When I started this game, reading your note that the game would be tough, I figured I'd know what to expect. Spike hell, small platforms, little health, the works. I just finished playing through Jumper 2 (not on Newgrounds) again, so I figure I could get through that sort of challenge.

Playing through the level, I got exactly what I expected. Tough jumps, spikes everywhere, and not much health to do it. The actual level was a nice challenge, even though I did not go and collect all the items. Come to think of it, the tight jumps and well-spaced savepoints almost seemed reminiscent of IWTBTG, although being able to take a few hits made the game reasonable.

However, the boss was ridiculous. His health bar stretches far enough so that you cannot just get lucky. You have to be able to consistently dodge his lightning storm attack, not to mention that you have a fairly small margin of time to jump to avoid the shockwave his attack creates. At best, I was able to cut down his health in half before I died.

If there was a purple checkpoint right before the boss, I may have fought against him enough to learn his pattern and beat him. However, the last purple checkpoint was very far behind, before some tough platforming. There is no way that I would replay all that to only get a half dozen more attempt at the boss.

I am pretty sure that if I was able to get to the boss with six lives to spare on medium, I should not need to play though the game again just to beat that boss. Heck, now that I know the tricky jumps, I should be able to play though medium again without losing more than a couple lives. However, there is no way that I am playing through the game again right now, only to get owned again by that blue asshole.

Other than that, the game was totally AWESOME! There are not enough challenging platformers on Newgrounds. Can't wait for the next in the series.

June 11, 2009

Author's Response:

The boss isn't any harder than most of the robot masters in the early NES Megaman games (it might even be EASIER than some), though on Beginner mode it's a LOT easier and you have infinite lives so you can try it over and over again if you die without losing any progress.
That's what Beginner mode is for; for people unused to the game.

Still... So many people complained about the boss and controls that I'll keep these things in mind for the future episodes.

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Score: 6
Pilgrimage

"Good game idea, bad performance"

submission: Pilgrimage
date: June 4, 2009

The idea behind this game was really quite clever, a character who goes to increasingly lower pixelrates. However, the actual game seemed pretty sloppy.

The platforming engine was nothing special, and the level design was dull. There was only one enemy which was reused. The tileset was particularly repetitive and looked bland compared to Jason.

In fact, I'd say that even though Swain's art was gorgeous (particularly the title screen), it just did not fit the game. While the mushroom-spiders looked sort of cool low bit, the amount of black used in Jason's character made him look crappy. In addition, the background blended in with the foreground at low bit. I mean, having lots of pixels does not mean that the game has to be near impossible to make out.

I mean, if you were serious about making a good game, you could have redone the sprites at the low bits so the game would be playable. And the signs were just unreadable later on.

However, the idea was good, the early art, was pretty and the music was awesome.

June 4, 2009

Author's Response:

swoosh

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Score: 10
Spewer

"Excellent game!"

submission: Spewer
date: May 5, 2009

The engine was solid, the puzzles were well made, the music fit perfectly, the plotline was awesome (especially for a puzzle game), and the editor was easy to use. You have GOT to make a sequel, or at least release a level pack.

The only thing I can possibly say against this game was that it was rather graphic intensive. Also, when spewer is on the ground his hitbox is a square, which made a couple levels a real pain (especially the last) until I realized that if spewer is constantly jumping, his hitbox is round.

Oh, and here is a level I made:
eNq1VFtu3DAMvEoP4Ap86QV/5h4GCvSzSL56/
5LUWpQ3u8gWaGEFG1EiOTMkhRu++FF+vL46g4 3xwbKP8fnZ+LKv++/OWs/V75JTtXUHb3V47gm 2XvPMJ6BcNpHbZclbbnH0Stan6z/4XjDziZn+
GrOWywr8dU6iDVss2lwovhrpUcK7NZLxCzc/O /Jzv/3t18fvn9/efry/f7zvRDvujMql5Z0BU9 GUVJKS3yDlg6EntbSa8LRQ1lOuTe03C3MypFz s52bD6rYKqZ426iVlu0epzWucWE0dk8xbPSl8 7gkWx01gAkCNuXGGCYma2GWumNoEAOJchCznC bRZ6EIBHXtCY6wMZjJ2lIocwrEoPu6QylQBzF JXP3IqpQZji2s2lSyAGWVVFC/6GYgsER5a6iZ VXXSp5pfDwlSddmkLRRI9F8gT1xm9dYsYGLpX NeQatwousRREM9tCW7SsLmpwxKzHpn2dluKsw Qp5hvLSGEWJqrrCrF0xSwvFrzVY2k/7WZbgOn RcergguiywBG4mpKlDeSlqtcAtdNEG8TpzNDu hi1AxgIuLa1Wd6lGtzrgvIoi3g9Z54hQrMBdZ VKfRWbi2JHlLqqCyYvV2gHUCrKwsJYovfPZ8o IA6KLn+oaArXyIDAw3lFxnJBTRlZe1LE41htd mkMmcbrngQ6K5zyMeeywXIEFdtbZ3RzaaSliY nVygyajeNxyVK3rwJYe04ZV2jtlr7ax+pzHVo evqgFltFQG3yKTNyG7YS9LAaPYTpl33AwyAEw ykbv5tNn8eyoY7GtBSfP1TpZ1eKjzfq6E22kn Fc6+tboGRjkuwFk3VXY1qqNUQMuc1ujKlGiXe 3maSXXZzZ64rrrtTLrv3T3a7krYUHRP3Dg/L4 DzY4cvNj2L7jsR8HHnD8ARYp9Uc=

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Score: 4
Knife Party!

"Bad gameplay"

submission: Knife Party!
date: April 10, 2009

This game had nice graphics and an ok soundtrack, but the gameplay was really bad.

Just about every enemy fought with the same crappy strategy: run at you, swing wildly, and then jump randomly. Since there weren't any sort of combos, every battle was nearly the same, except some enemies took longer to fight.

Simply by standing still, mashing a, firing my special whenever I could, and turning around every once in a while, I was able to cut through every enemy and unlock all the characters. It took ten minutes, tops.

I didn't test out two player mode, so that may have been fun. However, if that mode is just as button mashy and repetitive as single player, I don't think it could be too good.

I'd say if you added things like combos, knockback, significantly different characters etc, the game would have been much funner. You made Hobo brawl after all, you really do know what you're doing.

April 10, 2009

Author's Response:

Yeah I understand. The thing is Hobo Brawl took a few months of intense work, and I just don't have the time right now. I'm working on other more complicated stuff, dont worry.

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Score: 1
Platformer Tech Demo 2

"There are glitches"

date: April 6, 2009

Glitches I noticed:
-You can't stand on an edge if your center is not over the edge
-Can't hit ceiling of the small tunnels when you keep jumping.
-When you fall through the gap in the clouds, you go inside the cloud
-The ladder doesn't work, and sometimes shoots you to the top in moments.

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Score: 8
Green Moon Lab

"Awesome game"

submission: Green Moon Lab
date: March 8, 2009

This is a pretty awesome game. Front page material.

The game engine was solid, the level design was well done, the game was well presented with challenges and it even included a plot.

The graphics were a bit lacking, and the game was a little short, but those flaws are very forgivable, given the great gameplay.

You should try to hook up with an artist so that your games look as good as they play.

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