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Asvarduil

6 Game Reviews

1 w/ Responses

So, not a bad game - I can see why this is clone exists (and, the fact that it's a clone of a clone is a reason I couldn't give it a full five stars...I choose to reward creativity as that final star.)

While the 'level' design isn't horrible for helicopter-game standards, my main gripe is how the hitbox for the characters does not fit the character itself; it's about half the size of the character. While it feels good, it's visually disconcerting and adds an unnecessary level of guesswork to an already challenging game.

Also, the character's extremely pixelated look contrasts rather sharply with the smooth vector backgrounds. If the character were more smooth the visual style would actually be way more pleasing.

The game's soundtrack is simple, and dosen't get in the way which is nice, but it also dosen't sound like it really fits this game; it dosen't add to the frustration, it dosen't add a sense of wonder...it just adds a sense of, 'WTF couldn't they find a better composer?'

All in all, not bad. It could be worse (by which I mean a cow clicker.) But, a little more love could make this clone of a clone of countless other clones stand out and be a much more enjoyable game. 2.5/5 - and I look forward to what is done with this next. :)

This is a very interesting game, but it seems a bit counterintuitive that clicking away from the baloon alters its momentum more controllably than clicking part of the baloon itself. Otherwise, it's an interesting concept!

Pretty good game - simple, well-presented, but effective! Easily worth someone's time, though it really dosen't do anything special.

Seems like a first project, which is OK. However...it brings nothing new to the table, and is actually missing a mechanic.

One of the great parts of playing Pong on a graphing calculator, is that if the ball hits a side of the paddle, it dosen't continue bouncing in the way it was going - it bounces back the opposite way instead, allowing the player a 'control' mechanic, where the player must guide the ball with precision in order to clear the field.

While this is a good start, there's more to be done to this game before it hits NewGrounds, I think. In addition to spicing up the mechanics, try improving the visuals and audio. While I enjoy the 'back to the roots' Atari sounds, I'm not playing this on an Atari!

1.5/5 - And, I look forward to seeing your improved build of the game.

fightgame responds:

Thanks for the comment.When the padle is not moving and the ball degrees are less than 45 the mechanics are like the atari.When more than 45 and the ball hit the paddle it is corrected 45 degrees.
When the paddle is moving and hit the ball deggres are change.I made it like this because the game was very difficult

This game would be at least worth one star if it actually worked.

Whenever I launch the ball, the animation will work for two seconds, before the screen goes black, for about another two seconds. When view of the game returns, the ball is now on the wrong side of the bricks. After another spell of the black screen of fail, the ball is usually out of position of my paddle, and falls, making it impossible to keep the ball in play.

I highly suggest playtesting your game prior to release. You would find this issue pretty easily with even a simple playtest phase, and possibly figure out how to solve it.

My problem with this game isn't that there isn't a lack of good music, or still graphics. It's that there are no actual mechanics. Combat consists of repeatedly clicking a single button, with no alternatives. This game needs something more than 'repeatedly click continue' to hold my interest.

That said, from my short time with it, it's not the worst game ever. But, it needs some love mechanically. Looking forward to seeing this improved.

Joined on 1/7/14

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