I have no sound on this cpu. I'm sure it would be funny if I did. :(
me no gay
it ain't good but i ain't gay. sorry
I was expecting a mediocre single screen flash made in 15 minutes. What I got was a surprisingly fun (if short-lived) little game involving quick reflexes and a good eye. With a little practice I was able to hit 700 fairly reliably. I suggest adding some kind of penalty for false clicks, because spamming clicks can lead to lucky breaks where you hit a second or even third dot by accident. While it was fun, it didn't hold my attention long. I don't honestly know what one would add to lengthen a game like this, maybe some kind of challenge modes with smaller dots or faster flashes? Either way, this was a great little distraction that I wouldn't mind playing now and again.
This game seems really high in potential, but the UI it is presented in is so outdated it makes the experience feel too cumbersome and slow to be fun in the way that its inspirations, the first two Zelda games and Final Fantasy. There are many places where features are just not explained at all, and a pastebin link is helpful, but not the correct solution. I don't want to, and shouldn't have to, tab out every time I want to do something new. I suggest some kind of contextual menu or at the very least a labeled menu from which to navigate. The real time combat seems to make it impossible to avoid taking damage in any given fight, and that takes away a whole layer of fun from the game, making you feel more grounded. I personally think that at a certain level of skill, you should be able to pull off insane stunts and shows of talent, but in a system where you always trade hits, that caps the player's potential at a very low level. My last grievance is the story. It takes the clichè of a warrior in an arena and makes it less interesting by referring to your character as "the blue guy". The writing needs serious work (and spell checking, sorry if you don't speak English natively, but if you make a game in English, have an English-speaking proofreader), as it takes a situation that could be intense and fun and makes it feel awkward and unwelcome. This is a good attempt at an innovative RPG, but if this is one of your first works, I suggest working on much smaller projects to build your skill before setting out to make your masterpiece.
Sir, I wish I could say that I had some ways to improve this game, but that would be implying that this is a game. I hate to come off as rude, but this is in no way fun or enjoyable, and it has no value whatsoever in terms of gameplay, graphics or even music. Speaking of which, that music at the beginning; please make that less jarring. I nearly jumped out of my chair. I don't have any idea what kind of game you were trying to make here, and that's a serious problem. I suggest you scrap this project and work on something else entirely. Regardless, you did take the time to make a "game" and upload it to Newgrounds, and for that I thank you, even though I didn't enjoy this at all.
I really like this piece, it has the same kind of feel as the pilot this character is from, and it doesn't go too detailed where it shouldn't. There isn't really anything wrong with it as far as technical stuff goes, and it does everything it goes for pretty well. Good work, and I hope Ian-Jones Quartey can get his pilot greenlit for a full show!
aw man thanks so much!
I must say, browsing the new art section, I did NOT expect to see a Steven Universe rule 34. I was thinking about doing one myself, but for now I stick to innocent drawings. This though, wow. You did an incredible job with this. I love the little details, like the rope on her wrists and the hair on Pearl. I look forward to more great art, and I'm glad to see more SU fans showing off their love for the show!
newgrounds.com — Your #1 online entertainment & artist community! All your base are belong to us.