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38 Game Reviews

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This is an amazing game, trust me!

This game is one of the best rhythm games out there, if not the best.
The game isn't too hard, nor is it too easy. It's just right, if you will. The gameplay is original and the idea is original too.

Graphics: 10, definitely! This game looks so good, I want to just **** it over and over again! (**** stands for play)
Gameplay: 10! This game is just so easy to pick up. The concept is great also.
Originality: 10!!! Though I showed you GridWars, which you copied *cough*, this game is definitely original because you brought it over to the rhythm world!
Sound: 10, great songs cuz it's from newgrounds! Except on the first song, I couldn't make out the lines and I have a very sick lyric in my head, which I don't want to talk about.......

The game itself gets an 11/10 from me, but since it can't go higher, 10/10! Great job :P.

As a developer to a developer...

Since you're using AS3 and this Flash is decent, I'll give you only constructive criticism. (Though I would've wanted to vote higher.)

First off, a rhythm game HAS to have the notes synced to the songs. You didn't have that. The note was supposed to be hit at least half a second after the beat was played. I REALLY didn't like that. Blaming lag won't help you because you're using AS3. I use AS3 also and my game's "off-syncedness" is not as great as yours.
Next... You tried to use computeSpectrum to change the height of the bars. Good idea, if only it worked correctly. Throughout the first two songs (since I couldn't handle more), only the W bar was moving significantly. Bad idea?
Another big problem about the game is that you made the range between missing it and getting it TOO small. I've mentioned this to a lot of other rhythm games but this one just has it too drastic. When one of the notes touch the "marker" (or the thing at the bottom, dunno what it's called), it should be allowed as a hit, especially since it was off beat by so much.
Another problem was the preloader. I know you said that the preloader is delayed in some browsers, but that's not true at all. How you made the preloader was wrong. (Wow, big words?) All your music files were probably "Exported on the first frame." It shouldn't be. The preloader is on the first frame. If you export it all on the first frame, your first frame would be like 3mb where as the rest is just .4mb (example). Uncheck all of those exports and manually put all the songs on the second frame (on Stop, so nobody will hear it). If you don't do this, the preloader will never function correctly.

I must say, however, the graphics were well done. Good job at that.

JackLee responds:

Thanks, I appreciate the review, there are a few things I feel I should clear up however.

In regard to the notes being offbeat I have tested on multiple machines and in those cases the note timing was very precise. However I have had some reviews that have stated the opposite, so I guess I can only say that on some computers it works as it should, others not so. This is probably also true with what you say about about the height of the bars.

And secondly with the preloader, for the record I did set in the publish settings to export the library assets on a later frame. This however did not work as it should have (it still exported on the first frame) so I unchecked the export on first frame box for all my sounds in the library and attempted to export them by placing them on the timeline. This resulted in errors however. I spent hours attempting to fix this issue, but because time was becoming very limited I decided to cuts my loses, heavily compress my sounds, and just export with a faulty preloader. I am not trying to justify that the preloader was faulty, but I did in fact consider that the sounds were being exported on the first frame.

Didn't work?

I charged a full laser beam shot it directly at an asteroid but the asteroid wasn't phased by it at all!
Sometimes it worked, I'll give you that much. Also, graphics aren't that great. And one last thing, limit the turning of the "laser turret". Why would you allow it to face the earth o.O.

Don't stop now!

I played your roller coaster game and I have to say, these are pretty good. The CONCEPT that you have here is good. Keep at it. Just keep this idea going and you'll eventually make a grand game.

Okay, several problems:
1) The timer is wrong. When the seconds is under 10, it displays it as 1 digit, not 2, ie. 9 instead of 09. Easy fix?
2) Make the values a bit more realistic. If only making a house costed $500... Perhaps $50,000?
3) $0 doesn't mean you're in debt so you shouldn't lose when you have $0. Check only for negative values.
4) I built everything and I only had 370 population. I didn't want to wait so I ended the game. Perhaps change that?

Either way, really good game. I will give it a 5/5.

Hmph, I got stuck...

Okay... "Small" bug. I got stuck. Here's a screenshot of it. <a href="http://img477.imageshack.us/img477/9107/stuckbn9.png">http://img477.imageshack.us/img477/91 07/stuckbn9.png</a>
I just can't move, at all. (I can turn.)

Here are my comments:
Okay, even though I got stuck, the game itself was decent. The guy walked a bit too slow, perhaps speed it up? (frames per second higher?)
The graphics for the game is not the greatest either. So, fix up the bug and modify it a bit more, and you got a great game.

Sinvader responds:

yes the hittesting has a few bugs. IT will be fixored!

Nice try

Though the concept of this game isn't original, you did a good job.
I'm assuming that this is one of your first few games that you've made because I found some issues in the game which experienced coders would be mindful of.

First issue is mentioned in other reviews. Even though the ball "misses" me, I still get hit. I'm assuming your using hitTest (and that you're using AS2). I suggest instead of using ball.hitTest(Jimmy) or Jimmy.hitTest(ball), use ball.hitTest(Jimmy._x, Jimmy._y, true). When you do hitTest refering only to Objects, Flash will create a box around the two objects. As long as those rectangles intersect, the hitTest returns true. However, since Jimmy is a "circle" and the ball has a long tail (which is like a triangle), there are unfilled space. If you use the hitTest on points, it'll be more accurate. (Wow, this is long...)

Second issue... When the balls "explode" if you will and you walk over the explosion, you still get hit. You should call the hitTest only if the ball is not in it's explosion state. Perhaps a boolean?

Overall though, this game is good. I'll give you 5/5 :D!

sambondashus responds:

Thankyou!!!! i have been looking for that code! thankyou.

also will edit some bits, i just thought i would post a say, rough copy, of what i have done. I never expected a 3.11 score on NG.

Anyway thankyou for a good detailed review. :D

~FATATTAK~
<a href="http://www.fatattak.co.nr">www.fatattak.co.nr</a>

Good but could use some work...

Well, the songs are good and the graphics are okay. They score pretty high.
However, the gameplay needs some working on. The concept of a space shooter matched with the beat is good. But how you made it wasn't that great. I could've just randomly pressed A, S, and D and I would've won the game. Either you make it so that there is penalty when you press too early or you make it so it isn't a circle around you. Perhaps a laser beam?

Still, it was a good try overall. 7/10

BigBazz responds:

We were somewhat pressed for time making this game, i also wanted to complete another game i had started so many projects that didnt see the light of day so it was good to finish this one. Stepping back and looking at it i like the concept of the game but it wasnt executed quite how i wouldve liked we may possibly look at making a longer version with the things you mentioned on board. Thanks for the criticism :)

Amazing game :D! I like what you did with it!

Everyone I told about our collab loved this game. They all really wanted to see a full version of it instead of it just as a minigame. And, they got their wish :D! Excellent job. And like I said, I really like what you did with it to extend upon your original idea.

Graphics: 10, amazing graphics. Simple, clear, bold, and well animated.

Style: 10, original, for sure.

Sound: 10, I mean, all Newgrounds Audios rock. The person who gave you a 2 is either deaf, tone deaf, has broken speakers, has broken ears, or is just plain ********************. :D

Violence: 10, why are there so many spikes coming at one poor little guy? It's pretty violent, if you ask me ~_^!

Interactivity: 10, no bugs that I could find and everything worked out perfectly.

Humor: 10, I like how "Marvin" (:P, I know his name) looks when he dies, so 10 in humor xD!

Overall: 10, definitely. Any less is a crime (and I'm talking about the guy who rated you a 2 (!), he's going to jail!).

Great job.

P.S. Glad you didn't submit to Rock Out :P.

Coolio-Niato responds:

Woot thanks =)

Good, but...

Okay, I liked this game. I like that you are trying out an EBA style rhythm game.
The graphics are OK. There could be a background in game. Seeing just white is really "ehhh"...
The song choices were great. I liked them, light and relaxed.

Some notes were off beat, in my opinion. Several times, the beat played before I was supposed to click and I would get a miss. Furthermore, the range between a miss and a perfect is too small, making it really difficult.

Another thing is that this game is played mostly on a computer with a mouse, not a tablet. If this was a game for the DS (or a touch screen for that matter), it would definitely get a 10. Even on the beginner song, you didn't count into the fact that it is very hard to accurately move a mouse over something in a really short amount of time. You made way too many jumps from one place to another and this made it really hard to play, even on beginner.

Overall, however, great game.

Amazing like last time, but I liked it more before

This game still is amazing, just like the last one. However, I really liked the last one more. Though it was a bit more un-responsive, the difficulty gave its spark.
In this version, I can get 95%+ on the hard songs while playing with one hand. On the other version, I can only get up to 79% on medium. That was was a lot harder and made me keep on playing it.
Either way, though, good job!

INsaNoX responds:

I agree with you, I liked the last one more. Oh well.
Thanks for the review. :)

Each failed experiment brings us closer to a successful one. Each successful experiment brings us closer to the future.

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