When you mentioned Contra for Secret 1... let's just say your flash is not T-rated anymore (unless inuendos don't exist). On the other hand, I'm not sure anyone would have gotten it otherwise.
Anywho, I think you could have put more effort in your loops, as watching them loop 3 times in a span of 6 seconds would have been enough, and the rest is just "is it over yet?" It's kinda something that was put together in a few hours of effort.
--Best loop: "Deal with it!"
--Worst loop: "Kill them all"
Wonderful as expected
Great realism, detail, music, and narrative. But I suppose you might want to know how to better improve? One real complaint and two minor complaints.
The first minor complaint is that the animation for the mystery witch at the end and the giant in the genocide scene is a bit choppy.
The second minor complaint is that the narrator can be a bit hard to hear at times, specifically in the beginning scenes.
The real complaint is that it seems there could be more diversity in the wildlife. Are there any major aquatic creatures for instance? I suppose if there's any real bias in this complaint, it's that we keep seeing the same creatures over and over. Now it's not a bad thing in your other works, but this particular piece you've completed seems like it begs to have a better introduction to whatever pretentious movie or film you are designing. I mean, you give it a narrative that includes many elements that make up a longer story, and it asks moral questions. It has GOT to be the beginning of a larger story! And it's even more ominous that the witch at the end is part of the same kin that ended the Dashkins.
But those were my thoughts when I watched this flash movie. I wish you the best success in your future endeavors! =)
How to view FullScreen
This isn't exactly the whole entire screen but it'll do for now. Click on the Pop-up to view the flash, then you right-click somewhere on the window (not the flash itself) then select "View Page Source". Then somewhere in the code you'll see "new Flashwriter" and there'll be a URL listed there (uploads()newgrounds). Copy that URL then paste it and ta-da! FullScreen!
Anyways, I really liked how the bunny just shot off with poo pellets when the bear freaked it out, but what I didn't quite understand was what did prunes have to do with the bear losing its skin. Or maybe there was no connection. Either way, the confusion has led me to a rather unsatisfying feeling by the time the ending rolled around.
I also liked the rocket rhino xD
To me, it felt like you were going for an experience where you could slaughter dudes by the dozen with a badass knight. It was good for a little while... until after you kill 50 dudes. Then it just got repetitive. Really, really repetitive. I was hoping maybe there was a boss acolyte somewhere. Nope, just the same thing, 666 guys over.
If you try to replay the game after beating it, it just gives you the "to be continued" message and you can't play again without refreshing the page.
Anyways, this type of game definitely has a lot of fine-tuning and balance involved to retain the difficulty, while not making it impossible or frustrating. In the original release, many things felt great, and there was a purpose to all possible attack styles. The animations were smooth, the attacks flowed well. Turning was a little bit frustrating, but I found my own way to mitigate that problem. What really pissed me off was the seemingly random nature of the sword swinging attack. Why would the guy swing once with one push of 'a', and swing + stab with one push of 'a'? This is more detrimental than anything, and even the ability to turn between the swing and the stab didn't prove to be very useful.
With the gameplay fix on the 19th, you didn't really fix the inconsistent attacks issue, and I didn't really notice the normalization. And the attack range increase made the game pretty easy, as you could almost constantly mash the 'a' key and kill everything, whereas before if you mis-timed or got unlucky with that #@$% swing + stab gimick, you died. Personally, if I were to design this game, I would remove the swing + stab, and maybe go back to the original attack range.
It's a simple, yet repetitive game overall. First impressions were good, but the rest of it felt lackluster.
roger that, thanks for the bug, and yeah, i think that now it's too easy, but a lot of people still find this game hard idk the reason... when i was developing this game, i could easily beat the game all the time...
anyway... hey, all the attaks takes 9 frames in executing, the slash, stab and shield bash, so there's no "slow attack" actually.
Make no mistake, this is an incredible game in its own right, and it definitely trumps the first Madness game that was meant to model the combat. First impressions were great, as things flowed smoothly and it didn't rely on luck a whole lot, to ease players into the game. Aside from a few hitches, things were quite smooth and natural from start to finish.
However, I don't think this is a submission that's quite ready for big retail. I'm excusing the lack of content (of which there's plenty for a flash game), as I understand it's simply an issue of time. Rather, as a Genocider, I find there's a couple mechanical details that I really didn't like at all.
First and foremost, one of the things that I enjoyed about the Madness Combat series was the blood splattering everywhere. It's a minor feature, but it doesn't quite feel the same without it, especially in the more creative ways of killing guys. You have the costumes, you have bodies that can be mutilated in 12+ different ways (disregarding simple pencil-sized bullet wounds), you have bullet holes in walls, hell, you even have bloody chunks flying off of them when things get gory. But no blood splatter that leaves permanent stains? This just isn't right.
As a side note, there's also various enemy reactions when they're dead, but some of them are just outright middle fingers in your face. I'm talking about the human wall. Guy stands there obviously going to die, but he just staggers back and forth for about 4 seconds until he finally falls, M-249 blazing or not. I really, REALLY don't appreciate having to deal with such assholes. It was cool the first time. But if I want to just get on with my business, let me eject a couple rounds into his scalp or foot to flip him over like I can clearly do with certain other people. And let me be able to do this consistently.
Secondly, your tutorial kinda sucks. I haven't played it in a while so it might have been updated. But you didn't explain how to pick up the AR that you obtain from the locker when you see it the first time. What if we want to pick up the AR? Do we just mash all the buttons until we find out, or do we trust Mr. Tutorial to tell us later, possibly way after the event of relevance? Space to crouch behind obstacles? Sure sounds handy, if only there were more than one obstacle in the entire story mode. Not to mention the arena has two of them, but the tutorial doesn't exist there, so that's too bad if you're jumping into the game by starting arena mode. And when I think of bullet time, I think of time slowing down so you can react faster. It didn't occur to me that you actually get stronger in other ways too when you use bullet time.
Third, the aiming and "dimensions" of the game don't quite exactly match up. I realize this is a difficult issue, as I've thought about it myself quite a bit. However, as a result of the current system, it's difficult to hit someone directly above/below you, and attempting to attack someone by throwing stuff at them is unreliable. I would miss G03LMs 90% of the time when I try to chuck things at them from a close distance after whacking off their helmets. Then there are the egregious walls. I've talked about the standing corpses already, but the other one is the obstacles in the arena mode. I'm blazing my guns left and right, but then suddenly a guy takes cover behind and obstacle and saves all his mates behind him from eating lead. Wtf? Why can I shoot guys behind the barrel just fine when no one is actually taking cover? In short, all of this doesn't feel good and needs to be reworked.
Fourth, dumb teammates. Fuck. I don't mind that Hank gets shot in the cranium by the MAG agent when he was actually aiming for me. Because he's so ineffective. By no means am I suggesting to make the game easy-mode, but this is a gross injustice.
And then there's the fact that somehow every time when you update the game, something in the save file breaks. Getting guns I didn't own was cool, but it was also annoying.
Geez I need more review space. GL HF. Stuff.
True to your comments, this is a simple version of the classic Snake game. And it is a good place to start. At the very least, the graphics are clean, notably the snake segments. I like that, as opposed to a solid block of one color xD
Probably my biggest complaint is that the controls aren't super responsive. They work great under regular circumstances, but if I want to make a bunch of tight twists and turns with precision (or die), it kinda fails about 15% of the time. This is most likely something that will take a lot of fiddling on your part, and I wouldn't blame you given the amount of effort given into this project.
Even if it is your first attempt at making a game, I do think you can spice it up a little bit with some sound. As for music, I don't think it is necessary, but it's very easy to go wrong with the choices if you opt to include music, unless you give this game a huge overhaul complete with additional levels and content. That's just been my experience.
I hope you give my suggestions some consideration. Good luck in your future endeavors!
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