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OptimisticOctopus

15 Game Reviews

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Do I even need to say anything about the presentation? It's SDF, I'm pretty sure most of us are familiar with his work by this point. The main gameplay mechanics are unique and enjoyable, and there's some depth to being patient and waiting for groups of trick or treaters, but it gets old after 30+ levels. There's just very little variety in the level/area design. That said, the final boss is more than worth sticking it out for.

The only problem I really have with this game, is that things don't stop moving after you've been playing for like, ten minutes. O.o Auuuugh.

Wow, this is pretty amazing stuff. Really good unreliable narrator storytelling...I think games are really good at that. How come you had the credits before the game ended though? Thought it was over when I made it to that tram. Also, just have to ask, what version of Right Where It Belongs is that? That's one of my favorite NIN songs...and why'd you interrupt it and ruin the mood at the end? D:

This makes a decent substitute for the real thing when you can't download anything on the friggin' campus computer. I've realized, this is BOI running at full-speed, so it's currently the most difficult version of the game for me. :P On my lowest settings the game still runs at semi-slow-mo, which makes everything way easier.

This is really something else. I haven't played a game like this in a long time, if ever. The music, the artwork, the writing...I like that even in an increasingly fast-paced entertainment industry, we can have something like this that makes you slow down and appreciate the smaller details (plus there's no voice acting so you actually have to read--something I could admittedly do more of). The story has a sense of wonderment about it, but also carries an adult weight and sophistication. Newgrounds really is Everything by Everyone, and every so often, that has wonderful implications.

Maybe this is only a problem for me, but I have a fairly decent computer and even at the lowest quality setting my character was ground surfing and the aiming reticle was having an epileptic fit. Ignoring that, the gameplay seems pretty good, although It's kinda baffling that headshots don't take the zombies down. In every zombie game--hell, every shooter--I've ever played, the headshot is a test of skill for the player, and one that's rewarded with an instant kill. It especially makes sense in a zombie game because of the nature of that particular mythos. All in all it feels like a good game with more than a few bugs and some weird design choices.

Torrunt responds:

D: Not sure why it would be lagging for you.

Shooting zombies in the head does double damage and all damage done to a headless zombie is increased by 25%. There is a perk that gives you a chance to instant kill them with headshots as well. It's really easy to shoot these zombies in the head, it'll make it too easy if you just instant killed them all the time.

Cool game. Carries your signature style well and has simple, rewarding gameplay. Although, one glaring issue is not the difficulty itself, but in the way the player can exploit it. Once I reached the fetus form I had a great deal of control over my dumpling. So WHY would I throw it when I can simply manuever it around with the mouse and avoid hits much easier?

It seems bouncing the thing would be nearly suicidal at that point. Another big problem is that there's no post-hit invulnerability. If you fly into a cluster of enemies, you can get all four hits in a single second, which in my tastes goes beyond the realm of difficult and becomes simply unfair. Other than that, the variety of modes keeps you entertained, and the music is fucking awesome.

Beautiful music, lovely storybook visuals, and a theme that is emotionally compelling and relaxing. These types of games don't need plot; they tell a story through gameplay itself. On a more technical level the controls are well designed around an interesting wind mechanic. Fight against the current to risk getting some desperately needed extra time, or go with the flow and use it to your advantage.

However, it's a bit too trial and error for my tastes, especially in the later levels. By the final stage, any whimsy that I had fallen under began to wear thin. The hit detection is questionable, but simply because it just cuts away when you die.

All in all, a fantastic, memorable game.

Good game. I love how powerful the double jump makes you feel. You can cover so much distance (probably because of the low gravity, right?). It's just a very fun game. It has that quality to it similar to the design philosophy of Thatgamecompany. Every action you can do is incredibly enjoyable (shooting, jumping, DEFYING GRAVITY), and it's just challenging enough to motivate you to play on.

Love the concept

It's a whole lot of fun, and a pretty unique gameplay idea as far as I know. I especially like the "cash=health" mechanic which is not only an interesting hud, but also a clever satirical jab at the way certain billionaires might view their money. The game looks great, stylistically. The colors draw me in and the music really fits (classical music and chaos is always a good combo, ala Ren and Stimpy). The only thing is that later on the difficulty gets pretty ridiculous.

Frankly, it's a pretty lazy way to make the game more "challenging." Give the player three shockers to worry about, and then just cluster the screen with as many enemies as possible. Sure, if you just keep adding more objects to the game screen, it'll get harder. It'll also be obnoxious and a lot less playable. And this isn't a big thing, but the bosses don't have much to differentiate themselves from one another, besides asthetics and some extra attacks.

Overall though, this is still one of the best games I've played on Newgrounds. Fantastic work.

I write a variety of stuff, short stories, raps, other things...

Steve @OptimisticOctopus

Age 32, Male

Writer/Rapper

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Joined on 9/27/11

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