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: 10
Red Moon

"Excellent!"

submission: Red Moon
date: May 3, 2009

I'm sure you're already aware of the excellence of this game, but I thought I'd reiterate. The combat system is especially brilliant due to it's melee style and the careful balance between ease of countering and ease of getting your butt kicked. If you know what I mean.

Anyways, no complaints at all, which is a rare thing coming from me. An awesome game all around but for the life of me I can't get the red moon deity award! (in other words, I can't beat the game without dying...)

Is there any bonus part to the story if you beat the game without dying?

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Score: 5
Bedazzled

"Needs improvements"

submission: Bedazzled
date: May 2, 2009

Not a bad game, but it requires some fixes:

Time bar needs to go down faster the longer you go on. Otherwise even moderately skilled players will go on forever.

You should allow people to swap two pieces even if they don't make a match. Switch them back afterward if they don't match, of course, but don't just turn off the first piece.

Clicking was a bit choppy. Sometimes it worked, sometimes it didn't. I assume this has something to do with the framerate.

Make a leaderboard, otherwise games like this are pretty pointless.

Getting multiple matches in a row from a single switch should get extra points. As it is now you get the same points when you get chains as if you were to get each match separately.

Other than those things, graphics were alright, sounds were fine.

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Score: 7
Acrophilia

"Good but"

submission: Acrophilia
date: May 1, 2009

It's a great concept, and pretty good implementation. However although there are a number of improvements I could suggest, one in particular is extremely important.

In some levels (especially the hard levels) there are multiple spots at extremely high altitudes which have falling blocks that are needed to get to the next platform. If I screw up and they fall, I don't die but there's no way for me to continue so I have to press escape and start the entire level over again.

The level design is good overall, but these areas need improvement. Objects like falling blocks in a game should work against the player only in that if the player doesn't jump off them in time they fall off the screen and die; if you have falling blocks in a game like this, they should regenerate after a few seconds. That way, having them fall prematurely doesn't make it hopeless for the player, but rather it gives the water a few more seconds to reach him.

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Score: 6
Q Crisis

"Prety good"

submission: Q Crisis
date: April 30, 2009

Good for what it is. The game needs some better graphics and a better control system; for example two adjacent letters instead of r and space.

Also the reload feature took waaaaay too long, each time I had to reload I got hit like three times and I couldn't do anything about it.

Next, it's too difficult with such a small flashlight circle (I'm assuming that's what it's supposed to be?). Since enemies come out of everywhere and they take a few shots to kill, while you focus on one enemy you get killed by another you couldn't even see.

Definitely some potential here, but also a lot of room for improvement.

May 1, 2009

Author's Response:

Haha, yes it is a flashlight circle. This was for a competition, and challange was a category, so we had to make it hard.
Thanks for the feedback though!
Maybe a redo if there is enough positive feedback?
~vito (:

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Score: 7
UnderWater Marbles

"Well..."

submission: UnderWater Marbles
date: April 29, 2009

It's fun, but what's with the impossible level where you go right and down, and then there's a gap between there and a path on the left? It was just a bit after I got to the 45% mark.

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Score: 8
Gives You Hell

"Great stuff"

submission: Gives You Hell
date: April 19, 2009

You would have gotten a ten, but I was disappointed in that it was a little short. I wanted to hear the entire song, lol.

Aside from that, you also lost a star because it was mostly just moving text. Don't get me wrong, the text you animated was great; I would have just liked to see more on the screen than the lyrics of the song.

But gj overall ^_^

April 19, 2009

Author's Response:

Well, the point of Kinetic Typography is to animate with just words and not moving pictures (see http://en.wikipedia.org/wiki/Kinemati c_typography for more details) so i can't really say that I should've added more, lest I ruin the spirit of what I was trying to accomplish in the first place.

Thank you for your kind review!

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Score: 8
Megaman X: RPG Chapter 0

"Excellent Work."

date: April 18, 2009

This was excellent work. But why did I get kicked back to the title screen after beating the yellow devil? It seems others have progressed further than that?

The game just told me "do you want to save your game", I clicked "yes", then it pushed me to the title screen. It didn't do anything when I clicked "continue" on the main menu and when I clicked load game my saved game wasn't there.

Any assistance?

April 18, 2009

Author's Response:

Sorry if this is confusing; I've gotten lots of questions about this. Chapter 0 is ONLY the tutorial and Boss Rush mode. After you beat the training stage, it automatically restarts. If you continue with your last save file, it will automatically take you to Boss Rush.

The next chapter will be much larger and the save files will transfer over, so don't delete your Flash cookies!

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Score: 6
A Maze'n Math

"Good and not good"

submission: A Maze'n Math
date: March 20, 2009

It's a clever idea for a puzzle game. The problem I found with it was the mechanics. Moving the red square was really choppy and it overall took too long just to finish a level (even provided I knew how to do it).

Fix the motion problem and this'll be great.

March 21, 2009

Author's Response:

When you say "choppy" are you referring to the pause when you hold down an arrow or its more than that?

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Score: 9
Don't Look Back

"Great stuff"

submission: Don't Look Back
date: March 12, 2009

This is a really awesome game. I would have loved to see more gameplay with the ghost. That is, where you lose if you look back. The idea of not being able to look at the ghost was a fantastic concept and I think you could have developed it a lot farther.

However, the game itself was very excellently executed. Maybe you could extract the ghost aspect and put it into a new game...or a sequel, or something.

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Score: 6
Crazy Tower Defence

"It's good"

date: March 8, 2009

It's a good start. Since you've got this basis though you should have just kept going and making the game deeper and deeper. Maybe more turrets, different types of enemies, etc.

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