Monday, February 15, 2016

Madness Adventure DEMO (Platformer)

I know it's just a demo but I believe you could avoid and learn from some of the common design flaws in platformers.


Design (2/5 platform) - The game just has all the mechanics of a very basic platformer. The UI was a little amateur as well. Lastly, you should consider adding instructions, never assume the player knows the buttons for the game.

Audio (3/5 backgrounds) - I really liked the background music and I think it fit well with the game. However, there wasn't any audio anywhere else like in the title screen or any sound effects when dying.

Mechanics (1/5 jumps) - As I mentioned, you have the very basic mechanics. You need your game to stand out from the whole ocean of platformers already out there.

Art (1/5 crosses) - I'm sure you can do much better for all the art in this game!


No progression (1/5 balls) - It got boring pretty quickly for me. The game introduced two new enemies but then it lost the challenge. I suggest you make it harder over time for the player by either adding more of the initial obstacles introduced or introducing new ones. You should also add some checkpoints.

Cling (1.5/5 walls) - I could cling to the sides of the platforms and rise anyway which I doubt is meant to be a feature.

Shock (2/5 songs) - I like the background as I mentioned earlier but it gave me a huge shock at the start because of how loud and sudden the beginning was. Not to mention, I didn't expect there to be any music since it was absolutely silent before that.


You have the basics down, now its time to make your game stand out and polish it to perfection. Good luck!

Jump around for yourself right here: Madness Adventure DEMO

Eruption 01: The return to Cucken (Action)

Just a typical happy day coming home after a good frisbee training when I realize the only game on the Newgrounds Under Judgement page happens to be a rage game. Well... so much for that happy day.


Design (2/5 enemies) - I think there are some cool mechanics but I believe a lot could be improved with the overall design like I'll explain later on in this review.

Audio (3/5 beeps) - Definitely fits the style of this game, from the sound effects to the background music. It would be better if the background music was more pumped up since it's an action game after all. Not to mention all the sounds get repetitive after some time. Some variation of pitch in the enemy death sounds would help.

Mechanics (3/5 z-keys) - I like the point system but I believe it could be improved. It is however, pretty hard to shoot the enemies at all, it makes the gun seem much less important (although the shield-like extra life was a nice touch).

Art (1/5 guns) - It was pretty hard to see the score in the background and to be honest it was quite hard to tell the things apart at first. Despite being a rage game, the player should be able to clearly tell what a gun is and go after it.


Unclear (1/5 instructions) - I didn't know I could move till after my second death purely because the instructions didn't specify that I should or could. Other than that, I was under the assumption that I could shoot at will but I didn't know I needed a gun. Also I had to really figure out the point system for myself after a while. I ended up more confused than I was enraged.

No progress (2/5 deaths) - You have some work to do on the level design that would make it a much more fun game. The player really can't move from any of the platforms smoothly. If you make them all accessible by jump the player can get into better and more strategic positions to keep killing and progressing in the game. The enemies flow out at quite a constant rate too so every time I kill one of em I end up back on the same point because I fall to the platform.


I honestly think that this game has a huge amount of potential because it could be a very fun, more strategic action platformer instead of just a platformer like many other rage games out there. Hope to see more of it! Gambateh!

Rage out all you want right here: Eruption 01: The return to Cucken

Friday, February 12, 2016

Grumpy Turtle (Arcade)

I'm just going to put it straight out there: The music in this game is seriously creeping me out. I know it's a scary forest and everything but damn there should be a warning label for that soundtrack.


Design (1/5 jumps) - The design of the game could use some improvements which I will specify later on.

Audio (2/5 creeps) - As I mentioned, I got the creeps just from listening, I firmly believe you could find a better soundtrack to set the atmosphere for this game especially with a cute turtle being your star. Not to mention, the fish and sword sounds could use some tweaking to be more coherent with the overall atmosphere.

Mechanics (3/5 fishes) - To be fair, I think most of the mechanics in these kind of games are more or less the same and you have that mostly down. Just work on the implementation.

Art (2/5 castles) - The turtle's animation is rough and the background could definitely be better as something the user wants to strive to see.


Unfair (1/5 swords) - Some times it is out of pure luck that I get as far as I do and then at some parts I have absolutely no way of continuing no matter my skill level. It becomes more a game of luck this way which I think needs to be changed. You could always check out how your competitors like doodle jump have implemented their game mechanics to make the player always feel in control.

Slow Progress? (2/5 turtles) - I understand the you are a turtle and all but I think, at least with the current mechanics, that the turtle could follow the mouse fully instead of slowing moving towards that location. Other than that, it feels awesome in some games to have a huge boost when collecting multiple fish because you get to shoot straight up. However, this game limits you to its screen that's slowly progressing upwards, I think you could take some ideas from that.


Long way to go but at the very least you have the mechanics sorted out. Don't give up!

Fly your own turtle to the top right here: Grumpy Turtle

Tandem Pumping (Rhythm)

Woah woah Newgrounds, slow down! I went on a 4-day holiday to come back and find that there's only 2 games in under judgement. Whats worse is that I come back after dinner to find it replaced by three more... I have no idea what's going on but I guess I'm going to have to write this one quickly especially since its the kind of game I'd love to review!


Design (2/5 hats) - I think the concept is funky but overall could be a fun experience if tweaked up.

Audio (3.5/5 beats) - Rocking audio, but with a rhythm game you got to take into account the beats and when the player has to press space. The placing of the green dot would have to be adjusted just right according to the timing, but it would make the game much smoother for the user.

Mechanics (2/5 spacebars) - As I will mention later on, there could be improvements to be made to make the overall experience much more enjoyable.

Art (4/5 bikes) - I think the art could be more in sync in different places like how the buttons were all high tech but the characters in game were wacky. However I thought the art was well done for a game in the Under Judgement section.


Dat Difficulty! (1/5 aliens) - I was thrown into it so quickly that I died pretty instantly the first time I played it. First off, it was hard to understand what was going on with all the flashing colors on screen and things to read when I got started; there was just way too much to focus on. The tutorial did help a little bit but I had to learn a lot of things while playing like how the shots were weighted and had to be aimed properly. It was a huge difficulty spike that I believe could be toned down, either through multiple levels or slowing adding in each of the multiple mechanics. Next, as I mentioned about audio, it was insanely difficult to focus on hitting space at the right time while focusing on everything around, not to mention how small the room for error was.

Coherence (4/5 shots fired) - I think the overall feel in the game worked well together from the tacky artstyle to the funky music. All brought together by some easily understood UI that made the game much more playable.


The overall feel of the game (art, music, UI, gameplay) was an interesting experience. It's a lot of work but if all that I mentioned ends up tweaked, I think it would be a hell of a game to show off.

Ever dreamed of pumping a bike and shooting down aliens while at it? Time to make your dream come true: Tandem Pumping

Saturday, February 6, 2016

Stupid Clicker Game (Incremental)

My friend and I were just discussing the aspects of a good incremental game over the course of our Micro Economic class period so this game was pretty fitting. 


Design (3/5 games) - I love the concept! But I think it could be made to be more fun.

Audio (0/5 songs) - I couldn't play long enough to afford music...

Mechanics (2/5 purchases) - I think it would've been great if I could afford more mechanics faster.

Art (1/5 words) - I couldn't muster the patience to get all the upgrades.


Dragginess (10/500 clicks) - As I mentioned throughout the general review, I really didn't feel the fun in it anymore as the whole games momentum was just really slow after I managed to buy the upgrades. I think this could be improved dramatically by some automation close to the start and/or lower prices to buy stuff. Other incremental games have players feeling very powerful when they click and the automation just eases the mood even further. I understand that it could mean more resources and upgrades being put in but there should be at least the initial power surge through the player at the start.

Beautiful concept (4/5 fixer-uppers) - I absolutely love the concept of this game. A game with literally just one button turns into a beautiful game incrementally. 


Once again, I think the concept is brilliant and I would love to play the game all over again after the design gets a reboot. 

Click your way to $100,000 for yourself right here: Stupid Clicker Game

Tuesday, February 2, 2016

UpUp (Endless)

For the first time, my friend is going to join me in reviewing a game because he just so happened to be sitting right next to me as I was playing the game and he was caught as well.


Design (4/5 rockets) - Staying true to the simple style, I loved it but I believe there could be more mechanics added to make it more replay-able.

Audio (0/5 sounds) - Was it just me or was there no audio?

Mechanics (3/5 orbs) - The game progressively gets harder with more and faster moving orbs but there isn't much else to it which could get boring after awhile. (Or maybe I just haven't got far enough)

Art (5/5 sparks) - Coherent with the simplistic style all around.


Clicks everywhere (1/5 clicks) - After you die you, before you get to refresh you get a popup by NewGrounds and I assume that put there on purpose. The problem I have with it is that the user will have to click on the play button and then the refresh button which are placed quite apart from each other instead of just keeping the cursor in the same place and clicking once.

Smooth art (4/5 particles) -  I really loved the simplistic art style with the beautiful color palette. It was all pretty fitting from birth to death. The only thing I didn't really like was how the engine particles at the back of the space ships weren't really in the correct place when tilted.


I didn't have much to say about it because of how simple it was but it was truly one of the best simple yet fun games I've played. I never felt bored starting the game over and over again. Music would have been awesome though!

To infinity and beyond!!! - UpUp