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Very neat.

I'll be sure to share this one. I'm not sure how many other people here remember the Mac game that you based your engine on (Dark Castle! B-) ) but I sure do. Adding the stars was a nice touch. I got 291/300, I wonder where the other 9 are...

Warnockworld responds:

At last! A fellow Dark Castle fan! Its funny, I'd been waiting almost 20 years for DC3 to come out, and after getting tired, we thought we'd make our own. Then, like 3 weeks from launching this game, RTDC came out - full of awesomeness. Thanks for playing.

Very nice working platformer!

Fun animation, and just the right difficulty level for me.

Playing this, I felt that it was like Bionic Commando, but with a third leg instead of a third arm.

I-smel responds:

oh THAT was clever. Well done.

Pretty decent platformer

This game is pretty fun. The sounds, although limited, add to the colorful, cartoony nature of the game. The play control, especially with the camera scrolling, was a little shaky at times but no fatal mistakes, if it gets messed up you can always hold C and scroll it back where it needs to be. It wasn't clear at first that I'm only limited to 6 gyros, but I guess that is ok, I didn't have to use them that often. The fact that the camera always follows your gyros is inconvenient at times.

Anyway, people are going to be a little hard on you if you're on the front page because you're getting 10x the exposure of normal flash, most NG visitors only look at stuff on the front page. I voted 5 because I think this game is highly underrated. Good job. (I only have time for the first level now but since you gave me a save game I may come back later)

Good defense game, but...

It's a good defense game. You combined two different types of coordination, the main character combat, and making buildings. I found it quite tricky. It also requires planning since if you place a unit, and upgrade that type of unit, the unit you placed is not upgraded. I think I might do better at it if I played it again.

But... here is a question. Did you have anyone test this game before you published it? Your combat system is based on clicking the screen, and you have a giant clickable ad on the playing screen that spawns a popup! That is a user interface blunder that there's no excuse for. If you have to trick people into visiting your website, you're doing something wrong that a cool, well coded flash game won't fix. Make user experience a priority over advertising next time.

Great. Also familiar.

I'm not doubting that you did this yourself, but the cards and engine are copied from Moonkey's Monster Master: newgrounds.com/portal/view/377987

You have given the game a lot more polish, and all the graphics are improved. It's also harder than the original game, and you added a gold system. But I'm bothered that you didn't mention Moonkey's game in your author comment or anywhere in the game because you took intellectual property from it.

antebios responds:

Ho, it was "monster master" and not" beast master".
Yes indeed, i copy the gameplay.
thank for your review.

"Almost done"

Puzzle: "Almost done"
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Pretty neat game, I also think it would have been nice to have access to mirrors, stationary points, and directional lasers in the level editor. But it's nice that you have a level editor, I think level editors are swell.

Most people below me just didn't get it

Okay, most people didn't realize that you were trying to create the feel of an SNES bomberman game, which is why the buttons aren't clickable and there is rampant engrish used within the game. I was alright with it, the graphics were sharp and the game was fairly well conceived, combining several classic action/puzzle elements.

I can't give this game a 10 because there were several glitches. First of all, in the second world the levels take a long time to load because of the engine that you're using. Not much you can do about that I guess... just a limitation of the platform. Secondly, the plant boss AI sucks. Thirdly, I walked across a square north of a plant that was moving east/west and got pulled down into its square and took hits until I died. Fourthly, I got hit by someone's fire breath in the second world, fell into the river, and took damage - then my character got sucked to the left edge of the screen and none of my controls worked. So I had to quit the game.

Still, this was a very nice effort on your part, I enjoyed the game up to that point. It would be nice if people who spell click with two 'k's wouldn't criticize the engrish in the game, even if it wasn't a joke which I suspect it was.

Excellent

I enjoyed playing this very much and I am a hardcore RPG fan. You certainly improved on your engine. The animation was great, and I could follow the story. As far as Flash RPGs go, you have a really good one here. Your level up system is like Final Fantasy 2's without the ridiculous glitches, seems to work well. Now that you have established yourself, I think you should try to make the future chapters longer... You only used 4.5 M of the possible 10!

Here are some of my ideas for improvement:
1) Put a save point near the start. I couldn't find the way across the River, and I was running out of First Aid Kits.
2) It would be nice to be able to run away from regular battles. For instance, if you're in trouble and just trying to get back to a save point. Even if running had a cost (e.g. decreases all experience bars a little bit) I would like to see that as an option.
3) An option to change your equipment in battle at the cost of a turn. Otherwise if you get surprised by a boss and you don't have a shield you're screwed.
4) The dungeons are a little linear, with short branches - usually with items at the end. Since this is the first chapter, that's probably fine. I'm sure they'll get more complex as the game continues.
5) Pretty trivial, but is there a way to see the names of the monsters we're fighting?

Very good work.

Fickludd responds:

Thanks a lot!

I won't be making any longer chapters because this already had my computer on it's knees while editing. Regarding your suggestions, I'll be sure to consider them for the next chapter.

Pretty neat.

I always wondered what it would be like to make a MTG style game for Flash. There are problems with this game as ppl have pointed out, but it is a very nice work and I have not encountered any glitches (except Necromancy). Here are suggestions for how to make this into a larger project:

- Make more cards.
- Sound FX would be nice.
- Can you write a server piece to allow me to play vs another human player?
- Save my deck in a cookie so I don't have to remake it next time I play.
- It would be interesting to allow for some actions to take place during opponent's turn ('playing on the stack' a la MTG) but I'm not sure how I would implement that.

Here is a deck I like. The idea is to outlast your opponent.

(Deck Strength 2210)
Hydra 2
Robot 2
Golem 3
Dwarf 3
Leprechan 3
~
Ice Shield 1
Shield 3
Heal 3
Cleanse 3
Steal 3
Black Hole 2
Doom 3
Forget 3
Barrier 3
Reborn 3

Word, GC

Good not great.

It's very attractive, the different items and the tactics associated with them are well thought out. Your success in this game is way too random though. Three times in a row, I rotated a row/column and the resulting row/column was all skulls. That's right, THREE times in a row. As long as there is the possibility for this to happen, a human player making the best possible moves cannot guarantee victory, and this is the problem I have with your game.

Suggestions to fix this:
1) Make it impossible to rotate to three of the same object, OR
2) Make it so that if you do rotate to three of the same object, the row you just rotated is not counted in any matches on that move. Maybe make it so that that row has "jet lag" so if you rotate an adjacent row/column, then the row of stars/skulls that you uncovered the previous move resolves.

Those are just a couple of suggestions which would eliminate the unfairness in this game. Very good concept. Attractive flash. -gc

-_-

Age 42, Male

Software Developer

DePauw University '04

Chicago

Joined on 12/3/02

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