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31 Game Reviews w/ Response

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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.

bnpla responds:

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.

I've never heard of PewDiePie until I saw this game. Gotta say he's an entertaining guy xD Overall, I think this game does pay a nice tribute to his Amnesia plays.

Now for the ugly part: criticism. I saw nekoheehee's review, and I pretty much agree with him on needing to playtest the shyt out of this game and polishing it up. While the game is functional, there's so many small minor details that annoyed me, it added up to one big mess. Actually there are a couple of big ones in there too.

In no particular order:
-- No instructions were given on what keys were needed to play the game. Yes, you explain what shyt does, but other than "'D' to swap characters at save stations", you don't even mention that 'S' is for specials, and 'A' is for attack.
-- Why can Stephano get hurt if people touch his sword?
-- Getting shoved through walls, whether because of bros, or because I touched them. That's stupid.
-- I actually got stuck at the end of the second area with Piggeh. The game kept spawning me at the right side of the save station, but I would keep falling down to the area below with the barrels. And since I've never touched the save station, I couldn't regen the special bar, which meant I couldn't progress, and thus I was stuck in limbo and forced to reload the game.
-- Sometimes when I'm trying to climb up "stairs", I just kinda fly up them instead of actually jumping up them. It has to do with landing on platforms at a moment where I'm a few pixels below them, and being able to land on them while still going upwards.
-- Those damn barrels! They're extra punishing in this game, because touching them knocks you back too much. It's kinda a lose-lose situation when you get touched by them, because if you're trying to go forward, you won't clear the barrels, and if you're trying to go backwards, the worst that happens is you end up going back a room and getting hit by more barrels. Barrels. Blah blah blah don't touch them, I get it. But seriously, this shouldn't be happening.
-- If you're going to link people to youtube videos, it's a nice courtesy to mute the game >_>
-- Enemies don't die "permanently" as advertised in the help screen. Simply leave the room, return, and it is back.
-- Jennifer hurts like hell. I'd rather activate chair mode rather than take a hit to the face. Also, it doesn't really make much sense why the falling attack hurts me in chair mode, but the side attacks don't.
-- Oh, and sometimes when you start a fight against Jennifer for the first time, you could get cheesed repeatedly. You spawn at the top left of the room, but there's also a chance that Jennifer attacks from that direction. I died? Whajusthappen.
-- Sometimes when you're trying to kill bros with Stephano, you'd get hit, and your attack gets canceled.

I don't mind playing difficult games (of which I'd say this one is above average). However, there is a difference between "difficult" and "frustrating without any fun value". This game falls into the latter category to a moderate degree.

Kwing responds:

- - Wow, I thought I specified that the A and S keys were used to play... I shall definitely look into adding more specific advice. Perhaps the sentences talking about the letter controls were accidentally deleted when I was editing it, but that is a serious problem.
- - Stephano's attacks were never really important in-game, so I never bothered fine-tuning his attack animation. I suppose more attack-oriented players would appreciate that, though, so I'll look into it. But enemies buffed by statues have strict hitTests on purpose, and that part shall remain.
- - I might have made certain walls a little thinner than I should have, I can fix that.
- - Yeah, I've had that bug with Piggeh before as well. I wasn't quite sure what to do about it, since the level design for that particular area was very tight and didn't leave a whole lot of room. I suppose I could have put the station itself higher up.
- - Yeah, I know the stairs thing can be a little weird. Personally I liked it because it saved time, but I can see how someone might be bothered by it. Although if you're going for Heart of Iron I suggest you take full advantage of it.
- - Barrels are pretty damned evil in this game, I'll give you that. Personally I thought that it was only fair, since getting hit by a real-life barrel that big would probably fuck you up pretty bad, but I can look into making the hitTest more lenient, the barrels smaller, or the knockback less severe.
- - That's an excellent idea. I definitely should have added a mute feature for links.
- - Ah, the enemy death thing was written rather poorly. Stronger monsters are knocked back by Stephano's sword but not damaged, whereas they disappear from the screen completely when killed... Though they DO respawn if the room is revisited.
- - Jennifer's attacks are supposed to hit you when she's falling because it adds more variety! Just activating chair mode repeatedly would be boring as hell, so I figured running and using chair mode would add variety. Since most attacks are easy to avoid, I wanted to add a stronger penalty for being hit by her, but I can tinker with that as well. As for her spawning right in your face, I will tend to this problem as well.
- - Since bros can be avoided pretty easily, I always ran past them, but there should be a way to make combat a little more friendly toward users.

I get that this game has some of the quirks of older platformers, and I've tried to iron most of them out, but if this bothers you, you really must not have played much Castlevania as a kid. Now THOSE are some games with unfair knockback problems!

Thanks for the extra-long review, though. I appreciate it a lot!

I started this game thinking "ooh an adventure game!" Now that I've finished it, I hate it.

The first sign that told me that this game is going to have awful things in it was the magnet item. Other than the "there's nothing of interest at this time" sort of message, there's absolutely no clue that it would be there. None at all. Having already searched places for the needle, I figured there wasn't a reason to backtrack for an item that wasn't there in the first place, let alone one that was going to be as random as this one was.

It slowly gets worse. The realism of this game just degraded further and further as I progressed. No, I'm not talking about Lady Medusa. I'm talking about the random questing (which I assume is part of the dynamic events) where you have to talk to everyone to find some item that you need to progress. The nonsense of going into the men's bathroom for no apparent reason other than "there was nothing else to do" from a gamer's perspective. Needing plastic tweezers to grab cat hair out of a sink, only to use a napkin to stuff it into your inventory. Really? Why not just use the napkin in the first place?

The game is incredibly recycled and it got boring a third of the way through as I walked back and forth everywhere (so much walking) trying to find that one thing to progress. The whole game takes place on one street block for crying out loud. Even the Virgo symbols were something of a chore, as you had to check every interactable floor or wall or something to get told "You can't use that item!". Okay, I get it, there's no symbol there, fk!

Don't get me wrong, I like that you had to think about some of the puzzles, such as the screw puzzle and brute-forcing the code to the premium lounge (6 tries max). I enjoyed the segments where one thing actually led to another, where it didn't devolve into searching every tile for the next thing for the 3rd time (first time is okay).

There's also some minor issues with the controls, such as refusing to turn and moonwalking. It would also be nice if there was a reminder on what you're supposed to do (I might have missed it).

For what it is worth, this game is pretty solid. It's unfortunate that you had to half-ass some of the progression. I'd suggest expanding the environment and have less recycling, so you're not just running back and forth hundreds of times.

PS: Medals not sending had no impact on this review; I know what the issue is and it's not in my control, nor is it your fault.

ArifRocks responds:

Thanks for the feedback. You've highlighted some interesting points which I totally agree with. I'll take these issues into account the next time I use this engine to create an adventure game. Again, I appreciate the constructive feedback. :)

Cool game, fiendishly hard

I'm sad to say that I'm either not in the know, or some of the choices you make to succeed aren't intuitive =(

The puzzle elements of this game remind me a lot of La Mulana: take notes, observe things (without dying), and make educated guesses. While this game is nowhere near as big or time-consuming, you won't be able to get second glances at crucial hints, such as the book that gives you the spell "Motari riseth" or the prophecy the wizard spits at you. It's not a bad thing exactly, but it's also super tedious and not a whole lot better than trying everything exhaustively.

But after you figure out how to play the game and do all the right things, it's actually rather enjoyable going back through the game and screwing off. Use the poker on yourself? Suicide isn't going to help you on your quest! Use fountain water on self? You scoop it up with your hands and drink it, and scream a nonexistent scream because your throat has been melted away. lolwut. Pay the troll gold coins? Nah, he'll just kill you anyways. Trolololo

Anyways I'm getting carried away here. While looking up the combination for the lever puzzle, I noticed that there's a great amount of variation between your remake and the other versions of Shadowgate. Far be it from me to scold you (especially since I've never played the original), but I can't help noticing I'm not given options to do things that otherwise seem like they would be normal. For example, if I want to jump off a cliff, I should be able to do that. And yet there are a couple things that I can do that probably shouldn't have happened. Example: bypassing the cyclops by just clicking the move square in the map.

Original emulation or not though, what's up with the "leave" command? It's utterly useless and it seems to do exactly what "use" does. There's also various other minor details that didn't seem to be consistent how the game works or is otherwise in spirit of the original.

Overall, I enjoyed all the depth and the lulz to be had in this game. I'd say it's worth the time after you're done slogging through the puzzles for the first time. Or just looking up how to do them.

larrymcduck responds:

The same this the wizard says is in SCROLL 1 you can find it in the room with the EPOR sign. As for some other clues, yes, you only have one chance. I wanted to keep pretty much everything exactly how it was in the original.

I appreciate all the feedback. I found the LEAVE command useless as well, but since it was in the original, I kept it anyway. I've tried leaving items in certain areas in the NES ROM and (maybe I was doing it wrong) but failed with every attempt. Luckily, in Shadowgate 2 which my brother and I are working on, there will be no LEAVE command.

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

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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