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Age/Gender: 25, Male
Location: Glasgow, Scotland
I am BEhrooZ Bahman Shahriari. I am a man. For years, I have been (sometimes) called... BEZMAN!
Newgrounds Stats
Whistle Status: Silver
Exp. Points: 9,080 / 9,340
Exp. Rank #: 970
Voting Pow.: 7.07 votes
BBS Posts: 2,425 (0.96 per day)
Flash Reviews: 2,646
Music Reviews: 329
Trophies: 2
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Latest Flash Reviews
Time:240. I died a few times on the first timed level and once on level 8.
The game had a simple premise - easy to pick up. The eponymous concept didn't really add much to the game though - specially as it isn't really a 'delay' - just something that follows the mouse. The former would show where our mouse was a small time ago and force us to think ahead. With this, the radar changes direction as soon as we do and it just doesn't force us to change the way we play at all.
At first I found the 'obstacles' a bit annoying - feeling it was almost luck that governed when I'd find a ball I hadn't seen yet. Later on, I found one, just as it disappeared and working out where it'd go was an interesting challenge. However, the balls don't seem to move all the way to the edges before bouncing - making it feel random and unintelligible.
Lastly, in level 8 - a level that should have been difficult - I was easily able to complete it on my 2nd go thanks to the orbs starting in the same place.
The graphics were OK with the crosshair and greenish 'radar' clearly showing what they are.
The central concept is an interesting one, but you need to take more care in the execution. Really focus on what you think should be the most fun element and then work on that.
Author's Response:
Well your opinion is very respectable and I know alot of people who played this game probably came away a little disappointed but, for me, this was a big learning experience considering I was experimenting the uses of masks(which, from what I can see, are rarely used in games).
Anyways thanks for the review!
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Beautiful game.
Though none of the mechanical ingredients are unique, the combination is and it makes for a tasty dish.
Adding user-control to the 'fling stuff' genre's visceral thrill really makes for a more complete game - one we can lose ourselves in, rather than setting aside after a minute.
The upgrades work wonderfully on so many levels. They make the game play differently at the start compared to later on, when bouncing from one platform to another nearly-adjecent blue is a viable strategy. The fixed prices introduce an interesting choice - buy now and get the benefit immediately (with hopefully more money garnered) or buy later, saving cash overall. Lastly, the sense of progress sets up the ending wonderfully - I expected it long before it arrived, but it was no less a pleasure for it.
Wonderful game. Your usual high standards of graphics (for the life of me I can't work out how you have such a large bg! Flash messes up my images when smaller than the ones you have) and tight mechanics. Sound choices are superb.
One criticism is that after falling to earth, with no up-rockets, the best strategy is to use any remaining fuel to extend the time. This makes for a slightly boring 10-30s and I think this slightly mars the game. Maybe you should have disallowed the use of side-rockets within a few pixels of ground level?
Wonderful game, great ending.
Author's Response:
Haha, thanks Bez. Your use of metaphor and vocab are a shining beacon in the rab-dab-dabble of Newgrounds reviews. Thanks for the review, I appreciate it :).
This was one giant bitmap about 4000h x 1000w. I made sure it looped perfectly by fading in the left and right side of the bitmap image with itself then exporting as a PNG file (png-24 is the fastest but heaviest format for Flash for some reason). As long as not too much is going on while the camera is moving and the _root is moved via code and not v-cam things seem to work out for the better! I also move the hedgehog faster than I move the background so the hedgehog actually travels about 12-15k pixels upward in the time that the background moves about 4,000 pixels. Parallax saves the day.
-J
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I like that you focused on ridiculous PMs rather than genuinely informative or well-written ones.
The first 3 didn't make me chuckle at all, but I loved the last. Shame it wasn't read out.
The line "not because I hate them - and I don't. I like them!" was slightly confusing. You coiuld have instead said - "not because I don't like them - I do!" I feel that would have flowed better.
You could have drawn the graphical elements better - redoing the mouse to fit with the size of the computer, You need to stretch yourself!
And the use of fuck in the last section felt like overusage.
You worked well within the limits of a 'PM-based' Flash and I'm not sure if it could have been a lot more entertaining. I guess you need to have many hundreds of letters or be incredibly high-profile for a mailbag episode to be really interesting.
Anyways, congrats on the effort and I'm looking forward to #100.
Also, looking at past reviews, I'm astonished at the 0-raters.
Stay funky.
Author's Response:
"You worked well within the limits of a 'PM-based' Flash and I'm not sure if it could have been a lot more entertaining. I guess you need to have many hundreds of letters or be incredibly high-profile for a mailbag episode to be really interesting."
I guess you're right about that. However, this was only a one-off and probably won't make another flash like this. I think a one-off was fine despite the little amount of messages that were appropriate for this flash.
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Latest Audio Reviews
What I like most about this piece is the energy.
The drum loop is a great one and by holding it back for a few seconds at the start, you help it get jumping straight away.
0:57 is a cool little melody shift.
1:18 drops the tempo drastically and it's kinda hard to keep dancing here. but the payoff is when it picks up - by dropping a bunch of layers, we can find the underlying beat then go wilder than before when it resumes the previous levels of energy.
At the same time, I feel it would have maybe been helped by more of an 'announcement' of the beat being about to be dropped. And maybe one more layer being held onto during that chill?
At 1:41, when the music picks up again, the melody sounds like something I've heard. Something famous, maybe a theme tune...
Anyways, there's more variety in the melodies here than I would have guessed when listening to it in the background last week - only when I got up and danced or sat and listened just now did I appreciate all that's going on.
Suggestions are to vary the beats a bit and also make it longer. Maybe 3-4 minutes? Add more variations of course to keep it interesting throughout that time.
It doesn't loop well enough that we can keep dancing through the fadeout.
Author's Response:
Thanks for the review. I've noted it down for future reference. =D
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"Unique us of glitches. After 4:30, seems retread"
Wonderful music.
Quite a solemn, poignant mood.
The starting sounds are really nicely distorted - I can't make out what you're saying, but it just works really well as starting atmospheric noise that gives way to the solo piano, which is soon joined again.
When the piano and beats come in at 1:30, it's almost beautiful for a moment and when the glitches kick in at 2:00, I can just imagine it saying, "grit your teeth! Now is the time! We've got shit to deal with, but get out and deal with it."
By the time the piano becomes audible again, it's obvious you're using the glitches as an instrument unto themselves - and to great effect.
Deep booming sounds make for good atmosphere.
One criticism I could make is that though the glitches are switched up and sorta meander, the track feels like it needs more variation after the 4:30 mark. Maybe just dropping in a few higher notes with more traditional instruments - like maybe a tinkerbell or a bit of flute - would help make it shine.
The ending (last 10s) is fantastic.
A great tune and one I doubt I'll ever delete, but not quite at the level of the inspiration (though it's nicely different).
I can't wait to hear more from you in this style.
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"A brilliant first minute-and-a-half."
Quite a different style to the other 2.
The more 'realistic' instruments make this sound like a battle-song - something cinematic rather than something you'd hear in a club.
The switches in mood and melody at the 27s, 1minute and 1:15 mark work brilliantly - naturally progressing and keeping it interesting without feeling forced.
The switch at 2:08 into the tune you used at the start of part1 doesn't really fit though - again, I don't like these abrupt switches of yours and the electronic vibe didn't really fit in with the classical melody you had going until then.
Also, from 1:15 to 2:08, I felt like you could have had a tiny bit more progression. Maybe the melody could have meandered, winding down instead of repeating. Maybe some more tinkerbells mirroring the beats that come in at the end...
As I said, I'm not a fan of the last 30s, but the slowing-down effect is cool.
Seems to me though that it might have been stronger had you kept this as a separate piece and had a more fitting ending. It feels forced to fit the others.
Author's Response:
Sorry for respoding so late.
I also liked the first minute and half. And I also agree the ending feels forced.
My friend suggested I write a whole song based on the first minute and half. Maybe I will :/.
Thanks for the review
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