SoulRed12

Age/Gender: n/a, Male
Location: Nevada, USA
Job: Student

I write music, mostly downtempo and soundtrack. Someday I hope to write music for film and video games.

Newgrounds Stats

Sign-Up Date:
7/7/08

Level: 10
Aura: Light

Rank: Portal Security
Blams: 151
Saves: 275
Rank #: 19,707

Whistle Status: Normal

Exp. Points: 960 / 1,110
Exp. Rank #: 38,614
Voting Pow.: 5.20 votes

BBS Posts: 113 (0.21 per day)
Flash Reviews: 106
Music Reviews: 56
Trophies: 0
Stickers: 0

All Flash Reviews

106 Reviews | 33 w/ Responses

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Score: 3
Firework Battle

"Too frustrating"

submission: Firework Battle
date: July 22, 2009

The concept is okay, the implementation isn't. It's incredibly hard to judge and aim, especially considering you can't see your rocket most of the time after you shoot it (which is important so you can adjust your shot correctly afterwards). Also, the whole wind thing (the arrow in the upper right hand corner) wasn't explained at all, so I couldn't figure out for the longest time why the same shot kept hitting different parts of the house. In effect the whole thing was pretty random. And since the computer's aiming was equally bad, even the first match lasted like ten minutes and considering after a few levels there's two enemies and assuming that soon after that there's three, people will probably have to be playing for hours just to get on the in-game highscore list.

Next, the special rockets were...pretty ridiculously priced, to say the least. You get about $250 per level, and the cheapest special rocket was $300. I managed to buy one after two levels, used it, missed completely, and then was out $300 for nothing (and was back to using the normal rockets again). With such unreliable aiming, the special rockets need to be much cheaper so players can buy a bunch of them after each level so if two or three of them miss, it's not such a big, frustrating waste of money.

Lastly, one death and you're kicked back to the first level? No thanks.

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Score: 4
Crazy Go Nuts 2

"needs instructions!"

submission: Crazy Go Nuts 2
date: July 21, 2009

I didn't undertstand the mechanics of the game, for example, how to get more points, why the acorns gave me 800 points sometimes and other times 8,000 and above. Therefore for a while I couldn't beat the first level, because I just fluctuated between scoring 90,000 and 120,000. I realize now that the acorns give stars x 100 points, but that still doesn't explain why I sometimes got over 2000 points per acorn.

You really need to explain EVERYTHING about any particular game inside the actual game on either a help page or a tutorial level, even if it's a sequel to another game, otherwise people coming in on this game won't understand what's going on and will get frustrated. Basically when I loaded this game and started the first level, expecting it to tell me what to do, it just said, "Go" and I was on my own.

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Score: 6
Pickle Spin

"Good animation..."

submission: Pickle Spin
date: July 19, 2009

...but that's about it. I had a bit of a chuckle but not much more than that. Just be willing to invest a little more time to make a longer flash with more of a point and you'll do great.

July 19, 2009

Author's Response:

Thanks! Was never meant to be more than just something to have a little chuckle at, i will be submitting some serious animations... someday

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Score: 5
Kill Ron!

"Pretty nice"

submission: Kill Ron!
date: July 19, 2009

Great for a first, the ??? Him thing actually made me laugh. Good job, you're already ahead of quite a few people here on the site.

It's not very complicated but at least your first project wasn't one of those pointless spinning stickmen with flashing scribbles in the background. ^_^

I usually rate first submissions by comparing them to others' firsts, and then cutting that rating in half. I give this one 9/10 since it seems to be better than 90% of others' first flashes; cut in half is 4.5 rounded to 5. So there ya go. ^_^

July 19, 2009

Author's Response:

:)

Glad you got a little laugh out of it! That was the original idea for ???.

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Score: 0
Escape the House

"Buggy"

submission: Escape the House
date: July 17, 2009

I can't move around or do anything. You should really test stuff before you submit it...

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Score: 4
Eat My Space Dust!

"A couple things"

submission: Eat My Space Dust!
date: July 16, 2009

It's a great start, but there are a few things you really should address.

1) You need to give controls in-game, though I assume you're going to do that in the final product.
2) Keyboard movement plus mouse shooting is a no-no (unless you have multi-directional shooting)
3) For some reason, when I killed a UFO, it exploded in a completely different location.
4) Make sure to add either an online highscore list or otherwise some way to tell how well you did. If this is going to be a level-based game then it's not so important, but it'd be nice.

Good work with what's here.

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Score: 8
The Last Mech-Druid

"Good but..."

date: July 14, 2009

It's an amazing game, but it has one big problem; it lags on my computer, and though that in and of itself isn't a "problem", the problem is that when it lags, for some reason I can't control my character anymore.

For example, I'll be moving right and firing my gun at an enemy on the left, then I'll have killed the enemy so I'll let go of the mouse button and the "d" key, but he'll keep moving right and shooting for another few seconds, wasting ammo and possibly moving me into another enemy. Worse is when you're still fighting enemies on all sides and you're trying to maneuver but the keys don't respond and you keep moving for some reason in the direction you were.

If you could fix this problem (not necessarily the lag because I know how it differs from computer to computer, but rather the loss of control when lagging) the game would be perfect.

July 14, 2009

Author's Response:

Hey, I think the problem wasn't lagging, but it was a problem with my code after I tried to add the mochi ads shell to the game. It should work more fluidly now!

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Score: 5
Butterfly Frenzy

"Well...."

submission: Butterfly Frenzy
date: July 11, 2009

It just doesn't have enough substance. I got bored pretty quickly because all i was doing was touching flowers that appeared every few seconds. From what I could tell, the plasma bullets were pointless because all they did was cause beetles to explode into 8 bullets.

I don't know if extra powerups came around as you continue to play, but if so, they should come earlier because otherwise a lot of people will probably lose interest before seeing them.

The graphics were good though, so good job there. ^_^

July 11, 2009

Author's Response:

i did not add any any power ups in this game. Thank you for your constructive feed back. I will work to make my next game more entertaining. Only by your positive feed back can i made improvements to my games. thank you for your help.

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Score: 9
Encompass

"Pretty cool"

submission: Encompass
date: July 9, 2009

I managed to get 2:32 ON A TRACKPAD =D

Great game. Nice and compact, yet effective. My only suggestion would be to get it going a little faster. Even on medium, it took a while for it to be anything of a challenge.

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Score: 5
Woobies

"Overdone"

submission: Woobies
date: July 8, 2009

I've played this exact game with different graphics time and time again. If you're going to remake it, you should add your own twist to it or I might as well play one of the others.

The combo thing was sort of interesting but overall the bomb wasn't useful, at all. It blows up two or three other ones at the most, whereas another color could have taken out six or seven.

The graphics were good, the "YAAAH" sound from the bomb was a little jarring but the rest of the sounds were good. There was no music, that was a little disappointing.

5/10 2/5

July 8, 2009

Author's Response:

Thanks for the detailed feedback. The bomb becomes more and more useful in the further you go. With 5 or even 8 Woobies of different colors in one level you'll often wish, that exactly NOW a bomb comes in to help you in a tricky situation ;-)

Yes, we've deleted the music during the main game and only use soundeffects since a game could be quite long and music may disturb.

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