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TheReviewTrickster

183 Game Reviews

65 w/ Responses

The music is nice, but the gameplay is pretty much nonexistent, and like you mentioned in the description you have to refresh every time you die. The art is okay for the square you play as, but everything else is boring. Not to mention the glitchy textures and lag every time you jump.

TheUglyDollKing responds:

It was not really made to be that much of an exciting game, and I am not that good at coding-related things, so I actually wasn't expecting much. (Why I put the word "cringey" in the title) Triple spikes are a strange meme thing in the GD community so that was the point. Not too sure how to fix the lag. Made in scratch so that might be the problem

The game's biggest problem is that it's boring and repetitive. It's just a bunch of clicking, the only variety of gameplay it has are the quicktime events. The music is good and the art is too, but the gameplay is so boring and the enemies are all the same and there's no strategy involved. The boss can literally be killed in a single combo ON HARD MODE. Also, the demo isn't long enough for the game to get interesting. The gameplay, in fact, is so distinctly not sift heads that it's baffling to me how this was made to be an entry in the main series.

Huge improvement over the first game. The quality of the art is up, the gameplay is fully focused on the sniping and there are some innovative level ideas. The quicktime events aren't too hard, and add a bit more depth to the gameplay. Unfortunately, the full version isn't on Newgrounds (though I have played it) and this is just a demo, and a rather short one at that, so I can't give it too high of a rating. The only flaw other than that are the cutscenes that always play whenever you restart a mission.

The art is surprisingly okay and the game does try to be creative with the mechanics. One thing that annoys me greatly, however, are the controls. I'm righthanded, so it gets kind of confusing having to use the mouse precisely while simultaneously using the arrow keys. Perhaps include an additional option to use a WASD control scheme. Also I found a glitch where I threw a shield at my guy and he just froze, with no way to move him because whenever I picked up his shield, he still had it and I got a duplicate. The hero's A.I. is also super annoying.

nax89 responds:

Really thanks for the feedback! I hate the same for my game, the controls are not as accurate as I would have liked. The limit of 50 Events kill a lot of that details for me.
The frozen bug when you restart and give the hero and item was sadly discovered after publish the game, I fixed it now on my local version.
Thanks again for your fb!

Awesome graphics and atmospheric yet exciting music. The game is very well made even though it lacks depth of gameplay a bit. The controls are good and aren't slippery or delayed. At first I thought it was going to play like a .exe game. I was happy to be proven wrong. The only major flaw is the lack of checkpoints, especially because going through the beginning where there's no danger or challenge gets annoying quickly. This, combined with the fact that you have to beat a boss who kills you in 2 hits and whose pattern you don't yet know, and who you can't even see if you're on the highest platform makes for a bit of a frustrating experience.

Yipcks responds:

Thank you for the feedback!

I imagined that not having checkpoints would've been really annoying, expecially because of that long beginning, unfortunately I ran out of events, so I had to cut out the checkpoints.

I'm really sorry I couldn't find a way to put a checkpoint in there.

A simple game with a simple yet nice-looking artstyle. The gameplay isn't much and I get that's not the point. It's actually pretty touching. The music is also nice.

The graphics look appealing. However, there are things you could improve. For instance, the "ending" you get when you give the player all the right things is just a weird screen that's supposed to represent...something. At least explain what this screen means. Also, when you're in the ghost place, the character's slow movement is very annoying and the way the ghosts move the bookshelves around feels wrong. The other problem with this section is that you don't need to have a thought-out strategy for collecting the music scores. You just walk up and grab them. Also, the shelves should stop moving once the ghost leaves a room. At least there's gameplay variety, such as in the mine, but it's not very original gameplay (and the jumping in the mine feels a bit weird). When I was asked if I wanted to go back to my shop I said I wanted to keep exploring and the game just froze. i feel like the game would have been better if you put emphasis on the concept of being an NPC and stuck with it. Also, please fix the bug/glitch where the game crashed. Overall, a pretty good game for your first try.

Ah, where it all started. It has the trademark slick music of the series. I imagine that, at the time, this was above average quality, at least in regards to quality. It doesn't hold up so well now. The voices are...bad. You are obviously aware of this, but still. Also, the hints shouldn't be automatically on. However, this was made in 2006 and it did lead to the rest of the franchise so I can't fault it too much.

What is this control scheme?! Mouse and up arrow for jumping? It's especially hard since for some reason my screen keeps scrolling up whenever I press the up arrow. I don't know if that's due to the game's programming or if it's just the computer. It's an annoying control scheme, to say the least. I have to use the mouse with my left hand while using the arrows with the right. This is inconvenient for someone who is right handed, as WASD would have been much more intuitive. Perhaps add an option to configure the controls manually. The graphics are also just reused images. There's no sound. I appreciate the bonus level, but... why is it unbeatable? In fact, the second level is also buggy, which you even say in your description. The gameplay is boring and the physics are nonsensical. In most games, you would achieve the highest possible jump by double-jumping when the first jump is at its highest, not when it's at its lowest. I guess it's because of momentum carrying over, but this needs to be fixed. This game is barely playable and boring. I hope that with these suggestions, your next game will be better.

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