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One of the most addictive games I've played!

After playing this for about half an hour, I decided to actually get off my ass and write a review for it. Before I start, I have to congratulate you for making a Flash game that held my attention longer than 5 minutes.

Graphics: On the whole, good. I didn't really like a couple of the backgrounds, but after a while, i got used to them. What really stood out for me were the attack animations, especially the later ones. What amazed me was the curving purple beam of doom (my name...), I don't know how you got it to curve like that, but, very good job!

Style: I think I pretty much covered this above. Once again, I absolutely loved the looks of the attacks.

Sound: The music was very good, but there was a bit of a problem with the effects. When I paused it, they'd continue for about half a minute. It's nothing major, but it did annoy me a bit. I liked how the music changed during the boss fights. Quite good.

Violence: No blood n' gore here folks, but it was one hell of a shooter, so that's why the 5. I like it.

Interactivity: I think this rating speaks for itself. I loved this game, it was very addictive, tense and, above all, FUN. Very well done!

Humor: Not funny in the slightest. The reason for the 5 is because it kept me entertained for ages.

Overall, I'd say that this is one of the best games I've played on NG. You have done an amazing job on the scripting, the graphics were nothing short of excellent and the music and sounds were great, too. Well deserved frontpage, Daily Feature and Review Crew pick!

8.5/10 (VERY GOOD!)

Go0gley responds:

Hey, thanks for your nice long review! It really helps. =D Newgrounds just needs more people like you.

For the backgrounds, I optimised them to prevent lagging. Hopefully I won't need to do this in my next game!

A vast improvement on Commando 1!

I was looking forward to a Commando 2 the moment I saw the first game/movie. To tell you the truth, this has exceeded my expectations by far!

Graphics: Not the nicest I've ever seen, but since it's from a top-down perspective, you're forgiven :P I liked the addition of a menu at the top for the spells, too. One thing I didn't like, though, was the character animations. They just sort of... turned to attack, if you know what I mean. If you make a third one, you may want to put some animation into the attacks.

Style: It's a top down strategy game. I love it, but it would've been better if you could see the buildings, and actually click on them to train units. You may also want to add some terrain. Other than that, very nice.

Sound: Music and battlefield noises. What more can I say?

Violence: Well, it is a battlefield game. Quite a fair bit of violence in this, but nothing too graphic. Good.

Interactivity: This is where the game shines. I love the idea of a Flash RTS sort of thing, and I can only imagine what it would've been like programming this. If you make another one, you should make a bigger map with controllable workers, etc. Maybe you could find a way to move the window around with the arrow keys. Who knows? The possibilities for expansion are endless. An excellent job on the interactivity!

Humor: None that I saw. Anyone watching me play it would have had a good laugh, though (HAW, HAW, HAW... *slap*). *ahem*

Overall, with a few improvements, this could easily become one of the greatest games on NG. Just consider upgrading the graphics a bit, and putting perhaps more interactivity into it. Other than that, for now, great job. Looking forward to (hopefully) Commando 3!

8.5/10 (VERY GOOD!)

VENGEANCE-GGG responds:

I know the character animations were shoddy, but there wasn't really much I could do about it - due to the way the game's structured, every time I want to make a new frame in the animation, I have to make it into its own timeline, with a separate frame for both teams. This means that if, say, I wanted someone with a team-coloured body and team-coloured hands, it would be 3 times easier to make his body move with his hands than it would be to make them all move independently of each other. And if I tried to move any coloured part significantly (ie animating it without a tween), then I'd have to make each frame of its animation into a seprate timeline for both colours as well. This is why there are very few units with movement that isn't completely stiff (like goblins and trolls, who I spent a bit more time on).

I can't really draw buildings, especially not from top-down perspectives, and if they were on the battlefield, players would expect to be able to attack them and navigate their way around them. This would mean giving the units a pathfinding engine, which would slow the game down immensely, and just be hard to make in general. That, and I don't know how. Terrain? Mm. There wouldn't be that much point. I can't draw anyway, so I'd like to spare the viewers from the pain of bleeding eyes from having to look at my crappy terrain for so long.

I know how to make the window move with the arrow keys, it's just that there wouldn't be any point in doing it unless I made a big (and I mean really big) battlefield, otherwise it would just get annoying.

Everyone wants me to upgrade the graphics, but I don't really know how. There's not much wrong with it that I can see, except perhaps the fact that there isn't much detail anywhere. More interactivity? Well, it would be possible to make your units move around in formations (arrowhead, square, etc). But I don't really plan on making a sequel, or at least, not any time soon. I just upgraded the game of mine which had the most potential.

It was alright, I guess.

Considering you recorded the sound yourself, it wasn't too bad. I noticed that your second tom and floor tom sounded the same, though that really doesn't matter.
Nothing more to say here, except that you have the exact same crash cymbal as I have.

Quite a fun game.

3/5

I've definitely seen better.

It's a good start to a game, maybe an RPG or something, but it got really boring, really quickly. You should put more attacks and weapons in it (like bows or something), possibly some objectives and powerups and maybe some terrain, like if you were on higher ground, arrows would be more effective or something.
Anyway, I like what you've done with it, hope to see it improved. Keep it up.

Could use improvements...

You could put some sound into it, eg. gunshots, explosions etc. If you made it so that you could control the army that you created it would rock. More units might help too. Also, a limit on the amount of money you can have; I had something like, 170,000 gold and a ridiculously large amount of tanks onscreen.
It was quite fun to watch, but that's where it ends, really. Put some improvements in it and it'd be pure pwnage. Keep it up.

VENGEANCE-GGG responds:

Controlling the army is one of the main features I'm trying to implement into Commando 2.

Sorry, I accidentally voted 2...

As an apology, you are now on my favourites list. And I really liked the game... it was fun, and kept me occupied. Nice!

Very good!

A few suggestions would be:
-Fix the speed: It was way too hard to control the ship.
-Add more weapons, like rockets, sheilds etc.
-Make a new radar that actually shows us the position of the enemy ship in comparison to you, that'd be great.
-Put more sounds into it if possible.

I really liked what you did with the background, it gave a sort of a 3D feel to it. Also the designs were very stylish, and I liked how you put a 'story' into the trailer (or training mission).
If you make actual levels in this (with proper objectives, like assassination etc.) then it would kick total ass.
Hope to see more!

PS: Another thing I found was that after you accellerate to a certain speed, you retain that speed. Shouldn't you be able to slow down over time? That's all.

Smackmud responds:

PS: Another thing I found was that after you accellerate to a certain speed, you retain that speed. Shouldn't you be able to slow down over time? That's all.

- In space there no friction...so, no, you don't slow down over time if you cut the thrust.

No offence if you're a terminal Holden fanatic...

But you should really put more brands of cars in there (yes, even Fords...). That way, all can be happy.
There was no sound that I heard, the graphics were a bit above par, and the interactivity was great. Quite stylish (even though I don't particularly like Holden ;), or Ford for that matter...) and there were a lot of options in there.
Maybe if you put in more views of the car, polished up the graphics a bit and added sound and more cars, this could make front page.
Great game!

Decent, but...

How anyone can do a backflip while they're about six inches off the ground is beyond me.

1.62... I think it's gonna make it.

I found it practically useless, but maybe if I'm messing around in Flash one day, I'll remember your tutorial and make my own animated buttons.
Your display was great, the text was fairly easy to read and it was quite stylish. You should make some more, like movement tutorials and the like (personally, a collision detection tutorial (I don't see what hitTest does) would be appreciated).
Keep on making quality tutorials like this, and NG will be a better place (I hope).

Capt-Awesome responds:

hey thanks man, and yeah its liek 1.77 now, WHOO HOO!
anyways i can make a hitTest collsion tut for you guys (i struggled with that for a while) andyways i tried to make it a bit more stylish, some people here wouldnt knwo style if it came up and introduced itself...

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