00:00
00:00
View Profile Bezman

733 Game Reviews

191 w/ Responses

26 reviews are hidden due to your filters.

Another great game!

Great games as always!

I was surprised to get to the end! That sense of victory pleased me...

I found the cursor thing a bit hard to see at times - the white got hidden, practically!

Also, it did run a bit slow when the particle effects were in full flow.

Loved the varied enemies.

Another great game!

Just wasn't fun for me.

Like Phobik, I don't see the point of releasing this on Newgrounds.

I don't fully understand what it's about as I don't really understand Spanish, though it seems to just be a menu of 3 screens (and one 'under construction page? WTF?).

Some minor problems - like buttons taking a few seconds before letting us click...

The music was vaguely pleasant and the graphics tight.

Just wasn't fun for me.

Think more carefully about your next game.

The first two rooms are lousy games of chance. Confusing - doesn't really explain what you did wrong after guessing the wrong weapon.

After failing the 2nd question of the quiz a couple of times, I gave up.

I'm not interested in either learning about guns online, nor in rewatching sub-par animations before getting another chance at trial and improvement.

Before you start your next game, decide whether it's a game of chance or skill. Broadcast this to us and try not to mix the two to begin with.

And generally, don't force people to replay long, uninvolving secions.

I did like the music and the sound. The graphics weren't terrible, just nothing special - they aren't enjoyable to watch over and over. Also, you seemed to have some good ambitions, but it just didn't gel together.

Wyattfilms responds:

Thank you.. Ive realy changed my whole flash style since then.. im doing my best to fix these little things

heh

Hmm... should've known, considering the icon.

Relaxing music and soft colours are all good.

Hate the way the custom cursor hides the precise position and making these games using buttons is lousy. Use hitTest() and mcs.

Well made, though I'm not sure I like what it is.

Sloppy...

I love the idea of fun games with an educational motive, and yours could have been such a thing.

The intro seemed to take forever. I dunno if it was because of lag or design, but it was horrible.

Took me a couple of attempts to understand that you call the hypotenuse 'c'. I think it would've been good to have a triangle with the letters marking the sides to make that clearer.

The 2nd 'game' where we need to insert the vibrating circles into the boxes was a bitch. They usually went off-screen and I failed at this point a few times because of that.

On the 4th attempt, the game crashed the browser. Some memory leak?

==
I like the clean presentation, starry effects and what you've tried to do, but there's a few things you should've sorted out before submission.

Fun, but not worth playing for long atm. Keep work

Fun game!

I love the grid of dots over the whole thing and the scoreboards that pop up.

The motion of the balls seems great, although that's no reason to not continue refining it.

My main issues are the lack of a pause button and the whole life system. I played medium, won 2-7 (despite clicking to accept someone as an MSN buddy), then played 'hard' and won 4-7.

I think you should maybe have 3 lives, then have the enemies get harder and harder after every point.

==
Fun, but not worth playing for long atm. Keep working on it!

Great, original idea. A few tweaks neede though.

Does clicking just send them flying in random directions? I never got the hang of it and if my analysis is right, then I think you made I bad move. I think instead, it should maybe maintain its velocity, but simply be 'uncatchable' for 1-3 seconds.

I also got slightly confused about things slipping from my net. At first, I thought it simply happened if I went above a certain velocity, but later on I tried to shake something off and it didn't work...

I found the font in the instructions page to be a poor choice for body text. Lovely font and I like the outlines from an aesthetic perspective, but it seems far more aimed at visual loveliness than readability.

The game itself kinda seemed stuck between being a game and a toy to me. Now, before I say anything more, I'd like to say that I did think it had a great original concept, the sort of physics-based thing that could only be created using this medium. The graphics were lovely, with good colours and no clashes. The kind of coding I could never do and the artwork that was accomplished (if perhaps a tiny bit bland compared to some of fuzz's previous animations). I like how the scanlines have become a sort of signature. Honestly great work from both you guys.

But I just think it could be made more fun...

For a game, I think it needs more feedback (for if we get a 'perfect' score and also maybe a verbal rating at the end) and also maybe more of a sense of possible failure. Simply noting how many we failed to get or maybe having lives would help.

It could make for a great toy. Make the screen bigger, add a bunch of variously coloured circles, let us make up our own rules...

Hate auto-starting music.

Lastly, the difficulty curve is really odd. Instead of going 10,9,8,7,6,5,4,3,2,1 (in terms of number of fish), a pattern with a steady difficulty incline (rather than having the most difficult part be 1/2 way through) might be something like 10,9,1,8,2,7,3,5,4.

Although I think I like your pattern better.

==
Great originality and I could see myself maybe returning to this.

Just really needs more feedback, maybe more stylised graphics and a few minor tweaks to really shine. (Maybe longer time limit, but bad objects actually mean you can't complete that level and it must be retried, at the expense of a life (and a bunch of points)?)

I hope to see a 'revamped' version at some point in the future!

mechanics are too flawed

I really liked the idea of having all the old Portal dudes battling it out.

It's like Marvel Vs Capcom for NG, but maybe before MvC even existed! haha

The fonts you used were brilliant and I loved the backgrounds. Some of the characters could have been a bit tighter and truer to their original selves in terms of the drawings. Generally pleasing to the eye though.

I got a bit tired of my character always saying the same thing (apart from in fight 5, I think and at the end of course. I did enjoy the ending.

The game mechanics seemed a bit skewed towards just blindly mashing the buttons - from what I experienced, the best strategy was to just rapidly mash the 2 attack buttons, special move when possible, then continue mashing attack. The game didn't really seem to encourage using the dodge skill.

==
The nostalgia kept me interested, as did sheer determination to finish it. I enjoyed the ending but the mechanics are too flawed for me to want to play through it again.

You could revisit this idea - I'm sure you'd do an amazing job now with so much skill!

intuitive, balanced and 'fun'

total exp: 29047
max combo score: 6018
max combo: 58
max height: 200

I like the way you introduce us to the game in its final guise - sorta making the 'level-based' game the tutorial for the more open-ended game. Vaguely reminds me of Will Wright's intentions with 'Spore', in which he says the conquest/evolution section, which has an aim, will essentially act as a tutorial for the open-ended nature of the end game.

Of course, it's not entirely comparable, seeing as your game is still goal-led, but still...

Anyway, I was slightly disappointed when you took away the resource-management as I enjoyed the feeling of making loosely strategic decisions. Maybe in the sequel you could add an option for us to keep going indefinitely in this mode?

I do enjoy the main game though and I'm sure I'll come back to it at some point. I was a bit irritated by the lack of saved cookies. I feel I'd like to be able to go straight back into the 'endgame' and also for all 4 scores to be saved.

The scores for combos was a bit confusing. After replaying the game and experimenting, I thought the method for working out each combo was similar to:
if(we're hitting an enemy){
if(this is/1){ comboBonus=1;}
comboBonus*= (enemyvalue/10)+1;
}

if( we land&&combo==1) {
comboBonus=0;
}

But then the 15-point aeroplanes didn't fit in with that theory. Personally, I just feel that where there's a highscore, we should know exactly how it's calculated, so we can have all the information at our disposal.

I also really feel you need to add to the feedback we're given for accumulating scores. At the very least, you should add some extra-noticable message when we get a new high score. Maybe an sfx.

Lastly, I kinda got tired of the game after beating the 50-chain mark and realising that often my failure wasn't dependent solely upon my skill, but also very much reliant upon favour from the random number generator. Sometimes, so much time would pass between one vehicle leaving the screen and the next arriving, that even with intelligent use of the missiles, dodging the homing missiles to 'save' them, I was doomed to fail.

To avoid this, perhaps you could open up a number of different levels, which are essentially pre-determined formations of enemy aircraft. You could perhaps let us select from around 10-15 levels, and it'd all loop, with maybe a slight increase between the time each vehicle appears on each rotation. Then we'd basically have to 'learn' the level, but of course they should be designed so a great person could get by on quick-thinking and reflexes. And we could have seperate scores and scoreboards for each level.

Finally (okay, that last point wasn't the last) maybe you could add some messages after each combo, somewhat based on our performance. E.g. 'great going!' 'Incredible' 'You could do better...' 'Is that the best you can do?'

Of course, my suggestions are mainly suggestions rather than criticisms. I would love for you to implement them all in a sequel but I did enjoy this game as it is.

==
The mechanics of this game mean that its success would depend largely upon its physics - not necessarily how realistic, but rather how intuitive, balanced and 'fun' they are. Luckily, the motion and controls are well implemented indeed.

A great game, well worth a play-through, and one I am sure I will return to.

over-cloned

Cool music and the mechanics work OK, but you need to spruce it up a bit.

Maybe let us know how many points until we lose... improve the presentation.

But really, my main beef is the over-familiarity. This game is over-cloned already and yours is barely distinguishable.

Try and spin off some new mechanics mebbe.

I am BEhrooZ Bahman Shahriari. I am a man. For years, I have been (sometimes) called... BEZMAN!

Age 41, Male

Glasgow, Scotland

Joined on 8/16/01

Level:
29
Exp Points:
9,090 / 9,340
Exp Rank:
3,880
Vote Power:
7.07 votes
Rank:
Police Sergeant
Global Rank:
9,344
Blams:
418
Saves:
596
B/P Bonus:
12%
Whistle:
Silver
Trophies:
3
Medals:
101