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73 Game Reviews

19 w/ Responses

That was really cool looking, funny and fun. It could work as an official Pico sequel even. Next time though, finish your game. It's broken and nobody likes that.

The animation here is top-notch as usual for you and the game seems like it could be fun, but there's pretty much no time to react to the arrows, making it all come down to trial and error. What's worse is that there's never really an indication of where you need to click specifically because the hotboxes for QTEs are painfully small compared to the arrows. Had those problems been fixed, this would have been a ton of gory fun, but as is, it's just kind of frustrating.

The phrase "original clone" is an oxymoron. You made a clone of a game that has a ton of clones knowingly for no reason other than to jump on a fad; you said it yourself. This influx of the same game over and over is getting annoying, and next time, it would be nice if you tried doing something that was your own idea.

A very bland platformer leading up to an unfunny joke. Not much else to say. At least it works and looks okay, I guess.

The ledge grabbing just flat out doesn't work as described. It's not a clever design choice or anything, it's just broken.

Doooomguy responds:

It does work! The reason it's difficult to grab ledges at the beginning of the game was because I wanted it to start off by having you use a little skill to use your freerunning ability, instead of just mindlessly tapping space, and then as you progress further and unlock more powers, ledge-grabbing becomes easier.

I have tested the game numerous times, and it has worked perfectly - you just have to get the timing right!

I really liked this. It was decently challenging, and felt vaguely like a 2D Banjo Kazooie sort of game. The secrets were hidden well, but fairly enough for me to get all of them.

My only real complaints are that there should have been at least one checkpoint in some of the longer levels, and that there wasn't enough variety in level themes. I'd love to see a sequel with more varied worlds, and more stars per world.

SirNightOwl responds:

Thanks :) I was really concerned about level design so its good to know the secrets were hidden well! Yeah I couldnt decide whether to do checkpoints or not, will definitely do them next time (might even do them for this game and update next couple of days)

Once again thanks! :D

This is just obnoxious. It's not clever like IWBTG, it's just a bunch of dumb "traps".

DIWAKAR responds:

It shows how you control your mind According to Level

This game is really fun and designed super well, but having lives just sort of kills it. All that does is force me to keep replaying stuff I've already done so that I can get back to where I was, and for what? That kind of design worked on the NES when games were full priced but short and in arcades where people had to pay per play, but it really has no place here. At least give the option to play without them.

Igmon responds:

Update incoming! I think I'm pretty much swayed by the consensus about removing the limited lives. So they are no longer a hindrance as of version 1.1.0

This would be cool if I wasn't forced to start the entire thing over every time I get killed, especially since certain moves don't really show what they're going to do very well until they actually happen.

I quite like this. Maybe a little more to mix it up would be nice, but it's challenging, relaxing and fun. Good job.

I like Mayonnaise a lot. And submitting art to Newgrounds. But mostly mayonnaise.

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