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Soooo smooth!

This easily hits the best virtual mini golf I've ever played! You really ought to be commended on delivering such a fantastic experience!

Now on to the business. The reason why you didn't score a 10 is because of the various minor graphical and audio blips here and there, and two glitches. I'm not saying you should have been absolutely perfect at everything, but the accumulation of these issues was enough for me to say "it could have been better."

Glitch number one is precisely what Hib42 said: game breaks if you try hole #17 too much from the selection screen. When the ball pops out of its package, no arrow appears, and you can't hit the ball. This will not get fixed until you refresh the page.

Glitch number two: sometimes you can hit the stonehenge rocks and they won't "deactivate". Don't get me wrong, for the most part they work, but when you go OCD, sometimes the ball clearly hits them and they're still glowing, and that's when I get sad. I've experienced this the most with the upper right-most rock.

Various hitches:
-- When the cows mow down the field for the first time, the apparent elevation of the standing wheat and the smashed wheat where the circus tent used to be looks to be the same.
-- The rocketship, when in space, looks kinda fugly.
-- I found myself wanting a camera angle change, especially when I'm trying to get a good score in the pond holes (9 and 10). I suppose you can't have everything, although I wouldn't mind having the geyser removed.
-- A part of the dino's head in hole 13 is obstructed, leaving you to guess what the boundary looks like there.
-- There was nothing to suggest that my ball wouldn't fall off the slanty roofs on the building.
-- I don't appreciate having monkey screeches (I guess that's what an albatross sounds like?) and score tabulation sounds happening randomly when I'm repeatedly practicing holes. This is one of the bigger issues, and is more like a glitch that doesn't affect gameplay directly.

The things I do like that I think are worth mentioning:
-- The transitions are pretty cool.
-- The clock on the building is the game timer. It's not in your face or part of the HUD, but a neat feature to discover later on when you're familiar with the game and looking for a challenge.
-- After hole 10, it always stayed interesting and fresh. A couple holes in the first 10 felt like repeats, being all in the same area of the "world" and having the same features and all that jazz.
-- The ball changes color :o

I'm not a fan of sports games, but as a testament of my devotion to your game, I successfully completed the perfect challenge (look it up on youtube by the username kajitisouls). Phew! Not sure if I have the energy to grind out 50 fully played games after hours of practice sessions, but this game will definitely be an option whenever I need to sneak in some 15 minute fun somewhere in my busy future.

I wish you good fortune in all your future endeavors! You deserve it!

DampGnat responds:

Thanks for the glitch report! I've not noticed these bugs before to be honest, nor had them reported from playtesters so It'll be interesting trying to recreate them.
Interestingly you completed hole 11 differently to how it was intended, nice one :)
Very impressive perfection achievement by the way, I really am amazed players go to such lengths!

Decent start, but a few glaring flaws

I recognize that this game was made with very little time. The basic stuff is there, and it is definitely playable. However, given what the player can do, there's a few errors that one can do "wrong" that aren't obvious.

A complaint that would immediately rise up is the confines of the camera view, in that you can't see much of the playing area where the asteroids come from. This will cause the player to move around to detect any incoming asteroids.

The freedom of movement that the player is given is a deception and detrimental however: asteroids only spawn at the top of the player's point of view. Most players jumping in the game for the first time won't realize this (me included).

What will end up happening is that asteroids will swarm the planet from all sides. A pro player will just shoot the small asteroids once, the large ones twice, then move on. This does not work, because the bullets disappear once they go off screen, and the asteroids remain. This causes an overwhelming amount of asteroids to close in, and the player can't do much about it.

Currently, the correct way to score high and live long in this game is to only move for ammo drops if they're on your side of the planet, but otherwise try to restrict your range of movement as much as possible during each wave. Shoot all asteroids down obviously.

One last thing: the ammo drops behave strangely, as if the expiration timer doesn't reset when a new drop appears.

Having said all that, you seem to have potential. Take more time to develop your projects, and get a beta tester so he/she can catch things that you as the dev may not catch, so terrible design issues like the ones I described don't happen again.

MaTX responds:

Great Feedback!
Let's start from the fact that i worked only three days on this game because it was made for a contest. I didn't improve it a lot because i'm working on my big project (Now done, it should be on ng asap).

About the out of the screen meteors forcing the player to move... well that's the gameplay! Of course it could be improved a lot! I could use arrows that points to out-screen meteors (Or other signals). Or maybe i should make the first wave easier!

And yes, meteors only spawn on the top of the screen. (Congratulations for noticing that) It was a design choice. Since you move to take ammo, you rotate the top and some meteors come from another angle, that give you the impression of 360° meteors.

Bullets disappearing off-screen? That's because there's a cap to the number of bullets currently on-screen (Maybe i should increase it)

About the ammo drops, the expiration timer is random.

If you like sheeps have a look at my other game Noah. Also that one was made in a day for a jam :D

Great game, but very flawed for the OCD

I've spent who knows how much time playing this game. It's simple, it's fun flying really far in the air, and the skill cap is absurdly high. I've beaten the game, then I beat the game again with almost no upgrades, then I did it again just for kicks. It's enjoyable =)

Okay, now for the not-so-fun stuff. MEDALS DO NOT WORK AS ONE WOULD BELIEVE IT SHOULD!! I don't mean to be a bully about this, but this is possibly the biggest fail this game has. A good breakdown on how to get all the medals can be found on page 735 of the "Newgrounds Medals - Games and Tips" thread in NG's Where is / How to forum. Please, for the love of jebus and medal wh0res everywhere, test the game like an actual player next time.

The hills and mechanics of the game are great, and they're certainly up to the standards I would hold for myself (which is to say, very very high). But after hours and hours of playing and becoming an expert at the game, I found a few annoyances and flaws that I think should be addressed:

--Some hills in Zone 4? are insta-fail hills, in that you "launch" on the uphill side, but then immediately crash or something bizarre on the SAME uphill side. Eww.
--Zone 7 and beyond, sometimes you find really flat "hills" that you just cannot get perfects off of. I suppose this is a challenge inherent in the terrain, but when you're faced with a lot of this and thunderclouds blocking the only good divot you can use, it makes me sad.
--What's with the speed decrease near the end of the game? As if the terrain in Zones 7-9 aren't evil enough, you end up going half speed compared to the beginning of the game, and as a result, unless you roll off of hills like a madman, you're leaking happiness, and time is your enemy.
--Sometimes when you're making snap decisions, there's a mushroom at the bottom or the upside of a hill, and you don't have time to react appropriately. Hitting the mushroom sometimes results in you faceplanting in the upside of the very same hill. Not fun.
--Mushrooms sometimes appear out of thin air. Usually happens when you're going really fast.
--El Diablo is incredibly unreasonable. I know you've said you'd change it, but it seems like those promised changes are long gone. At any rate, I've managed to complete the challenge three times, all while having no gem boost upgrades. It's pretty much do or die really. If you still wish to make this a challenge, 15 should be a fine number, as I've almost never had less than that many total jumps in Zone 6 while being reasonable in speed, catering to the challenge's conditions.
--While entering a Zone, sometimes there's just no opportunities to land into a perfect launch. On the flip side of the coin, you could faceplant into a hill (and not suffer) and still get a perfect launch. Inconsistent much?
--I've experienced no performance changes between medium and high quality. Doesn't mean I didn't lag though; quality didn't change when or where I lagged. Also, the sky color sucked just the same.
--Maybe you could make the armadillo's "streak broken" sound (and not just downright "ouch") more distinct and audible. I didn't realize there was one until I switched to different characters.

An incredible amount of polish to the game mechanics makes this a great experience, but it feels like you didn't pay much attention to the other things. Hopefully, you can release a better product in the future, as you have a lot of promising talent.

fexLabs responds:

Phenomenal feedback, I really appreciate it!

A lot of the issues you mentioned are things that are "on the list" - things which are either planned for an update (fixing the medals and El Diablo, especially), or at the bare minimum, issues that we do recognize and plan to deal with in future iterations of the game.

I especially agree with you about the inability to make a perfect landing in a new zone, flat hills in zone 7, the unnatural slowdown in zones 9 and 10, and faceplanting into hills immediately after mushroom bounces. Those are all huge flaws that I want to address in the future, either with an update to this game or in the sequel.

The slowdown on zone 9 and 10 was originally intended to be sort of a "wind resistance" mechanic designed specifically to make the last two levels a bit harder (because I felt that the difficulty curve without it really started to flatten around zone 7. Unfortunately, the mechanic just didn't work well. It doesn't feel obvious to the player what's going on: it just feels like they're being gimped for no reason. A graphical adjustment or even the sound of high wind might have helped there. In addition to the lack of a visual/audible cue, though, I feel the difficult curve kind of skyrockets at zone 9 - zone 8 feels incredibly easy in comparison.

I'm very glad you've been enjoying the game, in spite of some of its rough edges. We've been buried in sitelock work for it, but I'd really like to take our sweet time with the sequel and make sure every aspect of the game gets the same level of attention. :D

Maybe Flash isn't the right platform for this game

Y'know, it's a whole lot like a 3rd person Doom variant, plus jumping, minus a way to aim up or down, and instant death just waiting to pounce on you. Not cool. I've also played the game to completion, with a few missing medals (afaik), and while I appreciate the amount of effort that has gone into this game, there's still a whole lot wrong with it.

First is the lack of ability that obstacles may have over bullets and enemy vision. While I was checking out the courtyard, I kept on getting shot at from guys behind trees. It really didn't help that there were guys on the balcony that I could see, BUT COULD NOT SHOOT! Oops, the alarm was tripped, game over!

Second is the respawn system. This is a fking serious offense. Even though I would die or get caught, the enemies and their drops stayed how they were when I died or got caught. I suppose this would have been fine, to aid in progress of the game. Here's the buzzkill: when I got into the foyer, I shot down everyone that I could, then tried to run up the "stairs" to knife a blue cop dude. Instead, he ran past me, and because the controls are shytty (did I mention that? No?), I had a hard time stopping him from pressing the alarm. Game over! Then I respawned at the main door. Before I knew what was going on, guy presses alarm. Game over! I turn to shoot him. Game over! Oh ffs- Game over!

Third, controls are shytty. I realize that Doom had similar issues and whatnot, but fk, at least try to do what they did with the mouse. And ffs, enable vertical aiming.

Fourth, instant death rooms. You open a door, only to be faced with either a lot of guys, or elite agents that just destroy your face. Thankfully, grievance number 2 helps in your favor here, in that if you can successfully kill someone, you're making progress. This is just dumb and simply not funny.

Then there's various little issues that are only a nuisance compared to the above four:
--The guy that's supposed to pick up the powdered donuts respawns at a really alarming rate. I died a few times because of him, while taking the time to look at my surroundings.
--Do you really have to jump through the ceiling and madly bash Q to enter vents? Furthermore, why do you have to make it a pain to climb up boxes?
--What's with the guy that's apparently patrolling inside the Spade vault, next to the nuclear case?
--The long "stairway" before the temperature sensitive zone was just silly because I CANNOT SHOOT THOSE WANKERS UNLESS I GET INTO MELEE RANGE!
--I think you screwed up with your choice of protagonist outfit.
--I tried knifing the broads, but they would just continue to be pushed around and dance =( Oh, I kinda did that to the janitor too, and he kept on peeing. And there are no toilets or urinals in the house that I remember, lol.
--House design was kinda poor in general. What kind of room equipped with a disco ball would have room for only 4 dancing dudes?
--Yeah, I just checked, I can only find a bathtub and sinks. No wonder that poor bloke had to pee outside.
--People seemed to be walking and getting stuck inside walls if they don't know I'm around. Kinda makes it hard to see them sometimes.

I had little issues with the puzzles. Sure, they seemed difficult at first, but they all can be solved, and for the most part, they make sense. Bravo!

On the whole picture, it's probably better if you took a different approach to make this game with. Include polish and realism with some elements, and you would have had yourself a nice vote-5 game. Good luck with future projects.

Pikanjo responds:

Yeah, I got a lot of similar responses from my beta testers :/ I play very few games, so what is typical to most gamers is not what I expect. I made more a game I would play, and not for any particular audience. A lot of the things I thought would be challenges seem to just be annoyances. Thanks for playing to the end, and I appreciate your comment. I disagree on the outfit ;)
-Richie

Holy balls, it's like Metroid all over again!

I'ma say it up front: you didn't get a 10/10 rating because of the gravity thing. It's really complicated, that's for sure, and with all the giant rainbow waves coming out of your dude, let alone the chaos of certain battles, it gets hard to see what orientation and state your dude is in. I find myself mashing keys to evade attacks, then I find myself going "owait no don't do that!" then I try to flip the fk out in the air, only to go in the wrong direction =(

But in the end, practice makes perfect. Too little too late though, as by then, I was done with all the regular medals and I was running around trying to find the fabled Snelk rooms and Super Secret Boomerangs. To my disappointment, the Super Secret Boomerang was just a regular boomerang =( Anyways, I think in the future you should avoid combining gravity and wall/ceiling crawling in a single game.

Now for the positive:

Nearly everywhere you look, there's a secret! That's one of the things that made replays of this game very enjoyable; the other being you're t3h DEVASTATORZ and you can have fun just flying through the rooms rampaging, destroying everything xD You can also visit other snails to see what they say, and it changes as you progress through the game.

Other fine-tune polish and random junk:
--Sometimes if I'm holding two arrow keys while going down a "stairway" terrain, you start spazzing out and going ninety degrees every two frames or so, while slowly trekking in the direction you were heading. It fixes itself relatively fast though.
--You can move in the air as a shell if you duck in your shell and press directions.
--You can fall into a 1-space crack in the ground by retracting into your shell. But then you get stuck and can't move if you do this in certain areas like the icy places. Thank jebus for in-game reloading!
--I found a Secret Snelk in Lux Lirata, but does it mean anything? I've also found a Secret Snelk in Spiralis Silere, but I'm pretty sure I know what it indicates.
--Was Moon Snail ever Sun Snail before the game began?

This game was definitely a treat! Three cheers for auriplane!

_@_V _@_V _@_V

Cool approach on defense

From my memory, this is probably one of the first defense games that did away entirely with any resource system to produce things, and made time the only factor. You made it even more interesting by making towers dynamically upgradable. That's an interesting avenue to pursue, but you seem to have stopped after coding for those two ideas and throwing in the basic art and whatnot.

What most peeves me in this game is the inconvenience.

When selecting parts and items for the Star Forge to produce, you have to click multiple times to find what you're looking for. And sometimes when you do, you accidentally click too much, starting the clicking cycle once again. This can be remedied by providing a tray of icons of the parts you can make in a UI somewhere, which would actually justify why this game has a rectangular window.

Speaking of which, the window seems too small when you consider the big blue capital ships interacting with your ring of towers. "Oh, is it going to die soon?" "No idea, I can't see its lifebar sir." It's just claustrophobic.

When the Star Forge spits out tons and tons of items, it gets so cluttered up that you will have a hard time seeing some of your upgrade items and, on a less common basis, the lifebars of your northward turrets. Granted, you could just drag out most things and solve it that way. But this isn't an option for tower construction items and bombs. Sometimes, even the construction of new towers will block out the lifebars of other towers completely. It gets even worse with the tower info windows: target reticules block out the ends of lifebars, and items block your view of the upgrades you added to the towers.

Some of the problems of defense games weren't addressed too well, but it may be universal. It can become quite difficult to replace towers that fall during story mode, as you're not given a whole lot of breathing room (this is acceptable in survival mode), and if you fall behind after getting caught off guard, you fall behind for good. Compound this with the fact that the story mode takes a long time to complete, and you have a formula for grief and "unfun" for those who are less skilled, not to mention it does get boring during the later "levels". Perhaps you can create checkpoints just in case a misfortune falls upon the player.

Overall, you have the makings of a game. Your simple approach is appealing, but at the same time there's not much replay value to be had.

A game more for the TD enthusiasts

The first GemCraft game you released was the right length for semi-serious gamers. The next GemCraft (ch. 0) was on the long side, but I could deal with it, given the spacing of the Guardian battles.

This GemCraft however is just loooooooong. I found myself often wondering "Jebus christ, is this game going to make me go through all the fields?" And having beaten this game, bought the Premium Edition, played some more...

I have come to the conclusion that this game is unnecessarily long. I did find myself entranced by all the improvements you made over the last game in the series, and I took a spent an hour or two experimenting with the extras such as amplifiers. But really, there was just too much of the same thing. And what made it worse was that sometimes I would find my progress arrested because level X was too hard, so I had to go back and grind for exp and such. Thankfully you don't have to do that every other level or something, but it was annoying nonetheless.

In terms of story, it was nice flavor to break the monotony of labyrinth exploration. Thought you did a nice touch with the demon tomb. Then I got excited for the game when I played the second epic field. Then you destroyed my hopes on the third epic field, got them sky high on the fourth epic field (the ONLY mandatory boss in the game), then you fell drastically short of my expectations on the final epic field. I mean seriously, just a jack hard endless onslaught scenario? Wow >_>

Then there were strats that clearly work, and some strats that fall short.

Bloodbound gems, once you had the Wild Gem skill and max Flexibility skill, became the dominant strategy because it was free damage. Forget the other gem types, though that's not to say they don't have their own uses. The tradeoff with dual and triple gems is that they have less specials, but more base DPS in general. However, it's a bad idea to make dual or triple gems out of Bloodbound or Poison gems, unless it's a late game thing.

Amplifiers are great for what they do, but early on they may be too expensive (for a good reason). Same deal with the Shrines; you'll want to use these to take out troublesome giant monsters, partly because of the HP absorbed, and partly because if they are the only targets for the Shrine, the damage output is MASSIVE!

Dropping gem bombs on wave stones summons more monsters. This is absolutely worthless on swarm monsters, "meh" on the regular monsters, and a fking jackpot on giant monsters. Don't drop too many gems obviously, or you'll get overwhelmed. But do it with a high grade gem so you can summon more monsters without raising their stats too much, as this will net you more mana. The summoning battle amulets are worth lots of exp too.

With the introduction of survival mode, it seems like the scaling of things... aren't congruent. It's very nice that you removed the specials cap, but then things get out of control beyond a certain point. I don't have enough space here to describe in detail, but just google a few videos to see what I mean. Be sure to view the ULTIMATE MANA FARM. What I will say is that the exp multipliers for some settings might make sense earlier, but then they're completely misrepresented later on.

For example, it only takes a grade 21 gem surrounded by 9 grade 15 amps to beat survival mode (1337 waves) on max settings, minus armored waves and the waves get harder setting. Toughest monster: 3,333,333,333 HP, less than 400 Armor. However, it'll take a grade 25 gem to beat survival mode on max settings, minus tenfold HP and waves get harder. Toughest monster: 3,333,333,333 HP and 100,000,000+ armor. Just for shyts and giggles, it takes a grade 32 gem or so to beat max difficulty survival: 9,999,999,999,999 HP and 100,000,000+ armor monsters.

I'm sure I've explored nearly every corner of the game at this point. It's a great piece of work overall, it really is! Though now I hope you actually get to work on Ch 2.

PS: Only hidden field A13 is unlockable in the free version.

Cool game, but too grindy

The art and the music is quality, and the touch of realism to inhibit super-human player skill was also interesting to explore.

I usually reserve my review space for criticism, so fair warning. This game suffers from programming glitches and gameplay frustrations.

I've already talked about some glitches with you in PMs:
-fake powerups
-permanent powerup zone from the camera's perspective (happens rarely)
-spiders getting stuck in unreachable corners (except the department store level)
-FBI agents getting stuck on ledges and becoming unresponsive
-Pico shooting backwards for no reason
-ducking visual is disjointed with the character's state.

Additional glitches which I'm sure the other reviewers have mentioned are flying up walls due to getting hit by spiders and getting stuck inside them, Pico getting stuck in walking animation sometimes when he hugs the base of a wall (mashing keys fixes it), and lag (I got it constantly on wave 14 and onwards). On exceedingly rare occasions did I manage to fly up walls just by running into them of my own control, and I've also seen FBI agents do the same in one location.

About gameplay, I think the early waves below 8 were okay, given that each wave dispensed a new enemy type until wave 6, and they were of reasonable duration. In this day and age, I think most NGers are a bit too impatient to fully explore a game, but they could be right in that more needs to be done to make the game itself exciting. The aspect of "keep on going until you fail" while not scaling in personal power isn't new, but it can also get to a point where a single mistake can spell your doom.

Beyond wave 8, the number of guys you have to kill quickly get out of control. According to my record, it takes about 1 hour to kill 1000 enemies. Wave 13 has 819 guys, Wave 14 has 1228 guys, and Wave 15 has 1800+ guys. That is just outrageous, and the highest wave highscore tables (if they work at all) are stupid.

Design-wise, I think your game could use a few tweaks. I'm fine with you limiting player superhuman quality by causing delays in his actions and whatnot. But there does come to a point where it's just "really? no really?" Case in point, the most obvious one is turning around. Let's say maybe I trot a few feet, then I decided "oh I don't want to get r4ped by that corridor of spider" and turn around. Takes him .8 seconds to stop, then get going the other way. On the other hand, if I'm in full sprint or I'm in the air, turning around is only a split second. Another case is the distance between the apex of a jump and the landing zone. You really shouldn't have to have a recovery animation if you're hopping up the stairs. It's tedious enough climbing up a floor, nevermind the whole map.

Then there's the monster spawning business. At the beginning of a wave, they should come in gradually, not all at once. I really think it is bullshit approaching a black FBI agent, only to get spazzed on by a solid wall of yellow bullets because said black FBI agent was hiding a bunch of yellow FBI agents. No joke, this really happened. (The other "I can't believe that happened" moment was getting wombo combo'd to death by two spiders closing in on each other, but I can't blame you for that one; extraordinarily unlucky.)

As for the spiders, I've had countless times where I was walking up to one to squish it, only to grow gigantic in size and go "surprise mothanukka I do 250 damage to you!" and my response is "ohgawdhelp". I think it would be nice to either chain stun the spider without interruption, kill it with excessive damage without needing to walk over it, or give a warning clue indicating that it's going to start walking again.

Some final remarks on the game... You could have used more enemy types. There's a lot of different and cool games and movies on Newgrounds that are iconic. And overall, this project seems rushed. It had good potential, but the polish and diversity was lacking.

Fun and fast!

This is a pretty cool and simple game. I could see this becoming a quick versus game if you have some time around the office.

Some things I think that could be addressed if you cared about balance as a fighting game are as follows. Powerhouse heavy hitters like Mindchamber could easily knock off an opponent from the middle of the ring if he's unable to move. Kinda defeats the purpose of the faster lighter dudes no? And with the speed freaks like liljim, I found a good way to deal damage was to push them off the ring (for some reason Luis and a few others actually caused me to lose ground when they got stunned and I tried to push them). I think a reasonable compromise here is to make it so characters like Mindchamber can knock you close to the edge from the middle of the arena, and make falling off the ring do more damage than it already does.

And for the people complaining about the lack of a mute button, I'm finding I'm agreeing with them. Don't get me wrong, I think the music as a whole is good for this game. But it's the opening segment that is NOT okay, and the music restarts everytime someone dies or something. I was half tempted to try to counter it with Nyan cat.

Overall, fair execution. And thank you for the nice speedy response about the Stamper glitch. Respect++;

thinking-man responds:

I added a mute button though. (Well a music mute button) Press M.
Also: Blocking makes you not stunned.

Excellent game!

It started off basic, but as you progressed, things got crazy. The true beauty of the game comes from the boss fights though, and that is all and well for bullet hell games.

The tips were good, and for the most part, they came at convenient times. The only complaint I have here is that you failed to mention that the broken parts of the eyeball monsters in the desert levels don't give points. I was under the impression that they would give points, just like the medium and large rocks do.

While it is traditional to have a super small hitbox for games like these, I thought maybe it was too small. I could stand in the face of shotgun sprays and survive 30-70% of the time, shrug it off, and go "okay, whatever." It was ludicrous at times. Then again, if you made it larger, it would be less obvious as to where your bounds were really at without the focus pixel/shape thing (the rest of the game could be adjusted accordingly for the right difficulty). Decisions, decisions.

I found it a little odd that the last two unlockable characters, Lance and Anna, were possibly the weakest when everything was upgraded. Oh sure, they are strong and good if all you did was hold down the primary fire button and forget about it, while concentrating on subs and movement. But what they lacked was burst fire capabilities (except Lance's sub, but that doesn't come often) that were part of the first three characters', NoLegs Matt and Natalie, primary fire features. The extra shots that come out more than make up for the extra pewpew DPS that the last two characters throw out. If I just focused on depleting only the top 1/4th of the primary fire meter, I can down bosses pretty darn fast. Hell, most of the time I could do my routine of shotgun fire, blowing my subs, and then when the boss' bullets covered the entire screen for a few seconds, it switches to the next phase. Since Matt has an extra bomb, I would argue he's the best character to use for the bonus levels.

Lastly, this kinda bothered me throughout the whole game. Virtually everything was a single image, with exception to a few enemies (the butterflies, bone dragons, etc.). I know it's good for performance issues, and you're probably going to be staring at the legion of bullets flying your way anyways. But it bothered me anyways.

Overall, the gameplay was great, and it drowned out most of the detractors. I wouldn't mind playing more of these kinds of games. And as a show of how much I enjoyed it, I got S rank in everything. Keep up the great work!

P.S.
As a fellow medal scoring Newgrounder, I'd like to report and say that all your medals are working fine. Dunno if you saw the message in the BBS, but I'll say it here too.

matt-likes-swords responds:

I agree.

Eh? What you want?

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