ProfessorFlash

Age/Gender: 23, Male

Newgrounds Stats

Sign-Up Date:
10/6/07

Level: 25
Aura: Dark

Rank: Police Captain
Blams: 514
Saves: 1,618
Rank #: 3,170

Whistle Status: Garbage

Exp. Points: 6,530 / 6,940
Exp. Rank #: 2,721
Voting Pow.: 6.64 votes

BBS Posts: 838 (1.02 per day)
Flash Reviews: 154
Music Reviews: 0
Trophies: 0
Stickers: 0

All Flash Reviews

154 Reviews | 45 w/ Responses

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Score: 4
Pill Cannon

"disappointing"

submission: Pill Cannon
date: December 28, 2009

I thought this would be like ragdoll cannon or something like that. I like those physics shooters, but this one was disappointing. I guess it is a physics shooter, but the objective of the game makes it very boring. For example in one of the levels I need to fire 28 times on 4 different targets that you can hit very easily. The game is too repetitive and boring.

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Score: 8
Damn Birds 2

"good like the first"

submission: Damn Birds 2
date: December 22, 2009

Unlike many others I found the game to be too easy. I can see where everybody is having trouble but once you get through that point the game gets very easy. This game has the same good gameplay like the first, but the difficulty is inconsistent. It starts out 'ok', then it gets 'hard' and here is where many quit and say the whole game is too hard (reading the reviews), but if you manage to get through that critical point, then the game gets very easy.

The zapper, probably a good idea on paper, but it kinda ruins the game because it just owns. You don't even need to aim, just point approximately at the right direction and it drops down everything. I skipped flamer and went to zapper after sniper and then the game was smooth sailing with no problems.
Taugun sucks btw.

The raygun is very laggy. And I'm not running on an old computer. The fps drops considerably when shooting with it, and it also isn't very accurate because of this. The lag makes it shoot off from where you are actually aiming. But it's very powerful and easy to use so the game was very easy again after you buy it after the zapper.

I had fun playing the game but the difficulty levels need adjusting. Good job nontheless.

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Score: 5
Hopyon

"okay"

submission: Hopyon
date: December 20, 2009

I thought this game was very easy. I died eventually at around 18k points but not because it got harder but because I got bored. This game needs to get harder the higher you get.

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Score: 10
Neon Climber

"good"

submission: Neon Climber
date: December 9, 2009

Nice addictive game. Basic concept but you made it well. I like how the main character moves and jumps, the double jump looks good. The graphics are simplistic but work well in this game. I liked the music as well. This is what flash games should be, simple that you get right into the game, but addictive so you still come back. Good job.

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Score: 4
Scribbland

"ehm"

submission: Scribbland
date: December 7, 2009

Unique controls? Yes.
Good controls? No.

Not much else to say. Other than your control scheme, it's a very basic platformer. The graphics were decent. I like the main character.

December 7, 2009

Author's Response:

What are good controls? Those which make the game easier? Or those which increase the challenge? Or perhaps both? Or none? I don't know what you mean when you say the controls are bad. For me bad controls are such which make things more difficult without a real point. It's like using QAOP instead of Arrows or WSAD, or QEP; But here I get the feeling that the controls are just too difficult for you to master in a short period of time thus making them Bad. Noone is good at anything from the start, you also had to learn how to play platformers with arrows.

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Score: 5
Time Time Two

"find a better programmer"

submission: Time Time Two
date: December 7, 2009

First time playing the game I had a massive pop up in the middle of my screen and a button below it reading "Go". It didn't go away when I pressed the Go, it didn't go away when I advanced to another area.

The thing that bothered me was that you shoot with the mouse, but you only allow us to move with arrow keys. When ever you add mouse control to your platformer, it's common sense that you let people use WASD to move the guy, you obviously didn't know this, now you do.

But despite all of the above, I continued playing. What made me close the game was the shooting system. You have to click exactly on the target for it to damage it. There's no bullets flying out of your gun, I guess you just have a toy gun and must concentrate really hard on a spot for the bullet to reappear there :P. I can't believe anyone would deliberately choose to make gun shooting like that, I suspect a lazy or incompetent programmer is the fault here. After the clickfest on hades, I closed the game.

You got good story and good presentation of it with the clips and the dialog, but it's a shame that it's ruined by sloppy execution.

December 7, 2009

Author's Response:

A pretty scathing review there! I don't know what the pop-up is, as it's not happened in testing etc. You've got a very patronising writing style haven't you? It may be that you're trying to be helpful, and indeed a couple of your points are valid, but i'm sure me and other artists would probably listen to you more if you weren't so arrogant with it? Just a suggestion. Thanks for the review.

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Score: 9
Furious Moles

"very good"

submission: Furious Moles
date: December 6, 2009

Excellent game idea. It has addictive gameplay and the graphics are great. One thing that was a bit weird was the difficulty levels. Since this game doesn't have any story or so and is thus a highscore driven game, it was interesting that playing the 'normal' difficulty gets you much higher score easier than the 'hard' difficulty. I couldn't get more than 48k in hard, then I tried for fun the normal mode and made over 100k (currently #5 on the boards). So in conclusion, I don't see any point in playing the hard difficulty.

December 7, 2009

Author's Response:

Thanks to all again for the votes/feedback :)

ProfessorFlash - in truth I find hard difficult to get good scores on too, but in testing with friends they seemed to do well with it - it's certainly a lot more frenetic. In hard you get a fixed '2x' multiplier plus by level 10 (which you start on in hard) 'cover time' is worth more points.

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Score: 3
Elastoman

"good idea on paper"

submission: Elastoman
date: December 3, 2009

Unfortunately you failed with the execution. The controls were bad. The trajectory was many times very weird and wasn't consistent. For example when I was on one of the roofs, the trajectory showed that the guy will bounce twice on the roof before shooting off from the roof, and because of these extra bounces trying to get where I wanted to was nearly impossible. I had to twist and turn the mouse to accommodate for this weird trajectory it was giving me.
And then there were those objects that moved, like the hot air balloons, it was a nightmare to try to launch yourself where you wanted to go.

All in all very frustrating experience. I think you should go back to the drawing board with this one. The graphics were good, but the execution is very lacking.

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Score: 6
Thump

"good start"

submission: Thump
date: December 1, 2009

You got a good idea and you should expand on it. Think of some other way to utilize the shockwaves rather than turning over turtles. Sorry that I can't tell you what that other way is, you are going to have to come up with that yourself :).

I found a few bugs, all of them had to do with jumping. I'm not sure how this happened, but at one point I became unable to jump. And while I was at this state, pressing down would create the shockwave. It was like I was on the 'jump state' when I wasn't jumping. The problem fixed itself, I believe when I hit the wall it got fixed it.
Other jump bug was when I was on top of a turtle, I couldn't jump. This time it didn't make shockwaves when pressing down, I just couldnt jump. Getting off the turtle fixed the problem.
Also not sure if this was intentional, but I couldn't do the shockwave if I were touching the wall when jumping.

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Score: 8
EenieBounce

"not bad"

submission: EenieBounce
date: November 29, 2009

Interesting idea and good gameplay. But you should improve a bit with your level designing. The first 20 levels were like a walk in the park and you hit a brick wall hard. I completed the game so the 5 last levels weren't too hard, but looking back at my experience this game felt like 20 levels of tutorial and 5 levels of actual gaming. So if you make a sequel you should distribute the difficulty a bit better. Other than that, good job.

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