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View Profile Johnnybdesign

49 Game Reviews

7 w/ Responses

Huh?

What's the difference with this : http://www.newgrounds.com/portal/view /488265
I don't like when people submit entries in duplicates.

Great Epic Flash

I just love my pet raccoon!

It's plain. Missing a lot of things.

I got 81k but no highscores list to brag about it? That's sad.
The engine is promising. You could build around it. Have a story or something.
The wind doesn't seem to do anything (that was wind in the top right corner, isnt?)
The time bonus is so small (if there is any) that it is not an incentive.

So in summary, this is a nice engine that makes you shoot arrows but it barely qualifies as games.

About the glitch in #9

Just in case you didn't understand the nature of the glitch:

Shooting is disabled while the animation is running... However, I believe that you still fail if time runs out and the animation is not completed. When you come back to the mission for your second try, shooting is still disabled. You forgot to turn it back on.

I also encountered that glitch. I had the three guys distracted and the animation started but the mission failed for an unknown reason (which I assumed is "time run out"). I couldn't do anything on subsequent attempts. I've tried everything (unequiped, equiped etc...) but nothing worked.

That leads me to another way to improve the game: tell us why we failed at a mission. Right now, we are left out of the blue, not knowing why we failed.

The game was great but felt like it was put together in a hurry. The backgrounds were not that nice. Animations were minimal. There were almost no innocent people to dodge and having more complex scenes (with by-passers, animated and more detailed background) would have been a plus.

The vast choice of guns is great but the player is left with no information as to why he should upgrade and if this is necessary at all for any mission.

Nine missions is relatively short.

The controls are not the same throughout the game: spacebar is used to go through certain screens while clicking is mandatory for other screens that look pretty similar. "Uniformizing" it would be great and make it more intuitive.

You've got a great game there though. I like the music, the story, the shooting scenes are still fun and addressing the aforementioned qualms would just make this beyond perfect, imo.

It's ok!

I simply loved XT1 so I was happy to see XT2 released this morning.
I still have to master it (haven't successfully completed mission 1 yet!) but I've already a few qualms that prevent it from getting 10/10:

- why would the air units attack from top to bottom when ground enemies are moving left to right? doesn't make much sense. I was totally unprepared for that. Plus, it is counter-intuitive since you build all the way up to this point having in mind an horizontal attack. That just disrupts the way you were thinking about space and where your base is. So is our base located somewhere right of the screen or is it just a virtual space all around the screen?

- You can place multiple air tower on top of each other!!! Well, I guess you can't but if you click twice, you'll be charged twice eventhough you are not supposed to have multiple towers on top of each others.

- Space management: the addition of wall is great and reminiscent of XT1 where we could build an entangled path to force the enemies to go through your turrets clusters. However, because here we are facing a "canyon" (already designed by you!) the addition of walls renders obsolete half of the playing screen because we remove a whole branch of the canyon. There is no way to put this portion of the screen to good use and that feels like a lost of space.

I really liked the idea of having to upgrade each characteristics individually. That becomes costly though. I still have to figure out if it is a good move money-wise.

All in all, it is a good defense game. With good sound effects. Graphics are ok if you like that style. But because of the aforementioned quirks, it classifies as a generic defense game... not living to the fame and quality of its predecessor.

Very nice

Nice game!! Simple. Nice graphics. Overall design and original idea are great. Controls are just ok though. I found it difficult to manage the jump.

However, it's missing a little something. I don't know what but it's not zesty enough. It rapidly becomes boring.... so there should be something to get us hooked to the game and interested...

I found it hard to distinguish my bunny from the evil bunnies at the beginning of a level sometimes. I lost lives because of this. I think that should be improved too. A simple tweak could more easily revealed which one is our character. Something like a _alpha tween, a flash of light or our characters falling from the sky onto the stage...

Don't get me wrong: this is a great game. You got a perfect engine to build on. Looks professional! Good job!

Really good

I really liked it. Had great fun while playing the game. Kudos to you!

My only complaint is that this game cost a shitload of $$ in keyboards....wait.... WHAT?!?!? We aren't supposed to put out keyboard on fire and smash it on the ground after a song? Well... that's what rock stars do O_o

honest review

I thought I would write a review cuz obviously, a lot of work went into this submission.
It as a lot of potential but it falls short imo.
It is ambitious and I can just imagine how long it was to draw, code and put it all together.

Unfortunately, the interface is not intuitive.
Why put a huge "Domination screen" with a small button menu at the bottom (labeled "Start")
It would have been better to incorporate all the links somehow smoothly in a nicer interface.

Also, I didn't know what planet was what. I didn't know where to go.
There should be some indication is to what planet is what when we hover over them.
I was wondering: Where is the store to use my $$?

Similarly, when we click on a planet, we don't know where to go cuz there is no orientation of any kind. We end up running in a random direction wondering if we are gonna find something at the end of our chosen path. That's not attractive.

Finally, the graphics are unappealing.
Again, I understant how long and fastidious it was to put all this together and I am very impressed but perhaps you should have scaled it down if it was to ensure a better gameplay /game experience.

I liked the original battle system but it becomes rapidly redundant. I guess it is more fun
with upgrades etc.

With this flash, you show your talent and ability at designing full-scale game.

Mouse mazes are not even fun :(

There are too many mouse mazes available already.
I would have liked to see a new spin on this old concept...
Unfortunately, this one offers nothing new and is a blatant repitition of all the other games.

However, it has the merit to be slick and polished.
The graphics and sounds are just perfect.
The theme is great too (wooden mechanical devices) and immersive.
It is well built as well with the little cutscenes where the score is displayed and the smooth learning curve.

That was bad :(

I didn't like the controls, the way the car moved, the speed (or lack of!), the graphics... basically, there is nothing left to the game.

I was making "zoom zoom" and other engine sounds while playing and even that didn't make the game enjoyable....

So instead, I decided to watch that documentary about the reproduction of the sea sturgeon that was airing on TV. That was a blast!! or was it? I don't even remember. Zoom Zoom.

Thanks to all the fans for your support. Special thx to those who are sending comments/feedback. It is appreciated.

Johnny B @Johnnybdesign

Male

New York, NY

Joined on 1/24/06

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