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Glaiel-Gamer

43 Game Reviews w/ Response

All 113 Reviews

good job kyle pulver

Xerus responds:

thx

for some reason

It won't register my mouse clicks. Did you handle mouse clicks in a MOUSE_DOWN event or a KEY_DOWN event and check for the key with key code 1? If you did the latter, then you need to fix it, cause the mac version of flash player doesn't recognize the mouse as a key.

liam responds:

I set a bool to true with MOUSE_DOWN then if thats true on MOUSE_MOVE it drew (basically), rather than setting the event in mouse down then removing in mouse up, but, still, yeah. You told me it works now anyway, strange >_< I'll look into it :)

*Raises Hand*

I know where you got inspiration from!

Anyway it was a bit short, and the cutting out of the music when you weren't collecting canes was almost annoying, but the was was good overall.

You probably could have spent a little more time on it. If I had to guess, you spent no more than a week on it.

Anyway I'd love to see more cohesive minigame compilations from different people, it's a fun genre to work with.

However you took the easy way out and did separate cutscenes instead of in game cutscenes. DAMN YOU FOR DOING IT THE EASY WAY!

Coolio-Niato responds:

Haha well of course I got the inspiration from you guys =)

Minigame compilations are really great to see, I remember the first one I saw was by Buzzwerd and TrueDarkness, Prehistoric. I really want to see more stuff like this as well.

And sorry for taking the easy way out for the game cutscenes =( I'm not as awesome as you glaiel :P

Well it's an OK tribute

The problem is there isn't anything original about it, and the game you're tributing is available for free on the internet as it is. A tribute needs to be better than the original, or a free version of a console game, or have a unique twist, to justify a good rating. A simple clone of a flash game, while it might be good practice, isn't very impressive as a submission.

I know you're only 11 though, and I started flash when I was 10 or 11 too, so here's some suggestions and tips.

1. The level design you have is very bland and boring. There's not much difference between them, they don't get that much harder as the game goes along, and the powerups aren't used in a very creative manner. You need to work on a difficulty curve, but also work on implementing powerups in a creative way instead of a "They're just here for no reason" way.

2. If you decheck "Use compression" and set the sound to RAW in the export settings, it won't take 15 minutes to export for testing. Make sure to reset the fields for the final builds though, or you'll end up with a 40 MB file.

3. Try some original game ideas.

AsianSpark responds:

1. I know it's boring. I think i will redesign it. =/
2. 5 minutes only...
3.Im TRYIN!

Not bad

It's not a bad game, but here are the issues

Your ship should be able to shoot at angles too, it would make it a lot less frustrating. Or it should at least move faster. It takes too long to dodge or get into position to kill the yellow ones that it gets frustrating.

Bombs should destroy bullets. When using one to save myself nothing's worse than just getting hit with a bullet after you use a bomb.
When you die you should get a few seconds of invincibility. One time I died twice in a row cause of this.

The upgrades now. The turrets are cool, the walls are cool, but the "upgrade shoot rate" and "upgrade power" have such a miniscule effect one at a time that it makes them pointless. There should at least be a noticeable change each time you upgrade so it doesn't feel like a waste of money. You need those upgrades at their full level, but getting to it costs so much and doesn't show much effect one at a time. Same with power.

Also, the turrets are by default wayy too weak. They shoot slow enough, there's no need to make them less than the ships power (and the bomb turret should start off at least twice as powerful as the ships turret, i don't see why it starts off weaker).

Sometime's I'd kill an enemy right in front of me and still die. Don't hittest against dying enemies, only alive ones. One time i used a bomb and an enemy BELOW me killed me when it exploded.

Overall not bad but it needs improvements.

tyfunpw responds:

Thanks for the comment.

For being able to shoot at angles: that would totally ruin the need of placing your walls strategically, as you could perfectly shoot around them. Yeah, we could make the ship faster, but you shouldn't chase after every enemy and it's intended that way.

About bombs detroying bullets, yeah I see the point. I'll consider to change this. But you really do have a short period on invincibility after you died. Thats when your ship is grey and not white.

The upgrades are quite useful at the later levels. It's just very carefully balanced, since they're permanent and buildings are not. I promise you, after 2 or 3 points in the ship upgrades, you'll definitively feel the difference.

Hmm, I never felt that the turrets were too weak, on the contrary, I consider them quite powerful. I mean, if the turrets were more powerful than your ship; there wouldn't be a reason for you to shoot at all ; )

For the last point, I never experienced that, but I'll fix it, when I find the bug.

Not bad.

Was interesting. Sometimes the explosions could make it hard to see bullets (i didn't like the white game too much, bullets always homed in on the enemies? but black was cool)

I made a game called monochrome too (actually Project Monochrome).

tyfunpw responds:

Thanks for the review...
Yes, the black bullets were homing on the enemies, so you can contrate on dodging. I always hated it when you controlled a shooter mouse-only and you could only shoot forwards... It makes you fly right into the enemy you tried to shoot. So I made my bullets homing.

Btw: I also checked out your "Monochrome" game, which was really nice :)

Wow guys

This game SUX!

I mean seriously it's like a gay red guy beating up gay things that are completely unrelated to anything! Geeze you guys need to put more effort into your game.

Seriously though it's awesome and underated. Keep up the good work both of you.

I plan to beat it eventually. Then make nightstrike 2. after some other stuff. Ya.

blardomaticallness

YAYwtf

Thanks' for reading my highly intellectual review.

MindChamber responds:

Blessed with a review!!

By the flash-Masta' Himself 0_0`!!

*bows*

nice

pretty fun actually, great engine, it kept me hooked for a while but then i started to lose intrest (but voted 5 anyway)

There were a few problems with it that i could see.

The main problem is that the levels were all too repetitive. I dont really think level design comes into play here, but just the nature of the game makes it so all you really have to do is funnel the ball into the goal. I beat nearly every level (well i stopped after a while, it was getting boring) in one or 2 tries due to the nature of the game. There wasn't too much variety, a few of the levels seemed the same even.

Another problem is the graphics. Yes, they are very clean and fit the game, but after playing for a while they start to seem bland. There's a number of ways you could fix this. Adding a motion trail to the ball would be a great help. Perhaps adding a particle effect or something when you get into the goal. And changing the background every few levels. You'd be suprised how much that helps. With no end in sight, and no apparent goal or reward for beating the levels, I kinda quit. It needs some sort of a goal. It didnt keep track of my deaths, my time, my resets, the current level #, or anything. It just seemed like an engine. Not sure if it told you that at the end, but it helps to know.

Adding perhaps different color balls and different color holes could help vary it up too, maby even coins or keys to collect before reaching the goal. It would help keep the levels fresh so it's not just "Funnel the ball into the goal".

Don't let these comments make it seem like it's a bad game or anything, i still voted 5. It was an excelent game and hooked me for a while. Just I'm very picky when it comes to this stuff. I hate seeing a great concept under-developed. So my suggestion: Make a sequal. Good stuff though, it will probably fair well in the portal.

PS does this review seem familiar? It should :P

Claxor responds:

"pretty fun actually, great engine, it kept me hooked for a while but then i started to lose intrest (but voted 5 anyway)"

Heh, thanks :).
I didn't really expect people to play through the whole game. My record is like 22 minutes, and I've played the game quite a few times :)

"The main problem is that the levels were all too repetitive. I dont really think level design comes into play here, but just the nature of the game makes it so all you really have to do is funnel the ball into the goal. I beat nearly every level (well i stopped after a while, it was getting boring) in one or 2 tries due to the nature of the game. There wasn't too much variety, a few of the levels seemed the same even."

Yeah, I'll add more stuff in the sequel, so it doesn't get so repetive.

"Another problem is the graphics. Yes, they are very clean and fit the game, but after playing for a while they start to seem bland. There's a number of ways you could fix this. Adding a motion trail to the ball would be a great help. Perhaps adding a particle effect or something when you get into the goal. And changing the background every few levels. You'd be suprised how much that helps. With no end in sight, and no apparent goal or reward for beating the levels, I kinda quit. It needs some sort of a goal. It didnt keep track of my deaths, my time, my resets, the current level #, or anything. It just seemed like an engine. Not sure if it told you that at the end, but it helps to know."

Thanks alot, I'll keep that in mind. Graphics isn't really my main area, so..
And it does tell you the time at the end :P, after 126 levels

"Adding perhaps different color balls and different color holes could help vary it up too, maby even coins or keys to collect before reaching the goal. It would help keep the levels fresh so it's not just "Funnel the ball into the goal"."

Once again, thanks alot for the tips

"Don't let these comments make it seem like it's a bad game or anything, i still voted 5. It was an excelent game and hooked me for a while. Just I'm very picky when it comes to this stuff. I hate seeing a great concept under-developed. So my suggestion: Make a sequal. Good stuff though, it will probably fair well in the portal."

I'll definately make a sequel, with your comments in mind. And I in no way take your comments offensive or anything, after all, someone saying "AMAZING GAME!!!1111" wont really help me develop :D (though that kind of reviews are also kinda nice :P)

Thanks for all the help, and thanks for the 5 :)

Now does THAT seam familiar? :D

Ya ya ya

this is like.... the 3rd time you've submitted it?

You do realize that resubmitting will not help it's score, people that played it earlier will just vote lower if they think it's stolen or if they are mad at you for resubmitting it.

I assume you have an explination, but still.

MasterFury responds:

sorry about the 2nd time i removed it. I did it by mistake.
the first time I had a reason.
I did justr want to update it on the second time.

If I didnt have to I would have removed it the first time.

Tutorials... ugggg

Seriously, making a tutorial like this is pointless. You didnt even complete it.

Plus, you have no idea how pico school was made. Tom made it in flash 3.

Flash 3.

It didnt have variables, it didnt have _root. calling, it was missing a LOT of stuff. Yet tom managed to figure it out.

This tutorial could have been better.

109676 responds:

IT HAS _ROOT CALLING IF YOU ZOOMING IN THEN YOU WILL SEE

HI I M NEW HER U GUYZ SEM KO0L!!1!!1!11!!

Tyler Glaiel @Glaiel-Gamer

Age 34, Male

Santa Cruz

Joined on 12/28/04

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