Well, it's nowhere as good as psychic Stevie was, I couldn't understand a word they said, and there seemed to be only one response to get. Lame.
Well, it's nowhere as good as psychic Stevie was, I couldn't understand a word they said, and there seemed to be only one response to get. Lame.
So there's another "kill x game." While I hate pop-up ads, I don't particularly hate the guy who made them, as someone else would've later. All you do in this is spam click on the guy and he gets hurt I guess.
You don't see many old flash racing games, so this one is pretty unique. There were four different cars with pros and cons and you tried for the fastest time on the course. In my opinion this game is doing a lot with very little, and that is respectable.
Not just one widget, but a bunch of cool gadgets and doodads. Being able to adjust everything was rather fun to watch, and each one I went to offered a unique idea. Just as good, if not better than the first one you uploaded.
So that was a cute short story of sorts, the ending where she had a bunch of gnawed off arms was funny. There's even a slight lesson to be learned from all this, that drinks really do impair judgement... dangerously so.
It is what it says, a virtual lava lamp, with some music to accompany it. Interactivity is low for this one, as all you can do to affect the lamp it tell it what color to be.
Simple combination game, but more than a few potential ways of the fight going were left out. I liked the concept, but the stick art style left something to be desired. I felt that this format could have some more potential in the future.
That went nowhere, and looked generally horrible, I couldn't even tell what some things were. It seems every way you went ended in your death one way or another, and ultimately it was buggy mess. Having to restart with the long cut scene every time you died was very agitating.
I loved the graphics, and the music, felt very much like Castlevania, but man, it was unfair generally.
The fact that Dracula could spawn on top of you was what really made this bad, in fact, it's not so much that he could, it's just that you had no way of telling when. Besides that the ideal fighting mechanics would've worked out. (still very hard to hit the man without trading hits)
So there were two main bugs, if you held down attack, you'd infinitely hit with nothing, until you were damaged. The other one was you could get suspended in air until you jumped again, making you impervious to damage. Combining these two creates a soft lock. This version of the game seems to have had that happen less than the others.
So what can I say, you made a true NES replica, unfair, buggy, but still kinda fun.
PS: I found out to beat him most effectively, stay in the middle block, as he can't spawn completely on it, making you not take as much unfair teleport on you damage, and you can get to the guy fastest from that position. If he spawns on the edges of the screen you're gonna wanna dash jump and attack towards him, if he spawns rather close you'll want to be about a block away and then jump and hit. Still not a sure fire way of doing it though.
So the concept was actually pretty neat, but I think it was broken. The guards would only see you if you moved in the light, so they could pass over you if you stayed still like people being "invisible" to a T-Rex. Art was lame, and entertainment was minimal, but with the idea, it could've been a good stealth game.
I'm gonna waste my time playing and reviewing all the games on Newgrounds and nobody can stop me
Age 22, Male
professional lameass
NY
Joined on 10/2/19