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ShadowWhoWalks

64 Game Reviews

15 w/ Responses

1 reviews is hidden due to your filters.

that was a great game, great use of graphics, and I love your 'no you don't need a tutorial get your ass moving in gear' concept of games. The AI was pretty good, and most of the time they can't be abused.

Got a problem though.
I got to the circular stage where the terminal shuts off the lights, but I always lose control of my character after the light is killed. That's where I got stuck, seems like a bug to me. I use firefox.

I-smel responds:

Thanks, stealth games usually have like half-hour tutorials.

absolutely amazing, fluid and simple movements, lots of dynamics and multitasking involved, extremely fitting theme and physics, and all this on a 2 MB flash game.
I still need to finish to game, but I couldn't help commenting halfway to praise your work.

lolsodeep

I see what you're trying to do, but I didn't like it that much. All in all it's an open ended platformer with random sublime messages being thrown all over the place, in the end all those cryptic "WHO AM I I AM AFRAID DONT BE AFRIAD ERROR" message in the game didn't really amaze or immerse me in the game world because concepts like this is so... overdone, in every other deep art game out there.

Great atmosphere, good concept, not my type though.

fuck yes

this is the kind of content and title that keeps me coming back and wanting for more newgrounds. You are a genius and this deserves frontpage.

very nice

lost 20 minutes on this game before I knew it
innovative concept, and the best thing about this game is that it's simple yet dynamic.

great premises

I really liked what you did with the system and how you've polished it, but I think over the course of 3 years of designing you've overcomplicated a lot of unnecessary elements to the game. For instance, you've got 6 equipment slots, 7 types of elements, ~20 additional commands, 100+ spells, 75 upgrades and tons of status.

Which is great and addicting for a full game that plays for 21 hours, but it's overwhelming in a flash game, especially if everything is blown in-your-face style at the first 20 minutes. I mean, not even Sonny 2 was this complicated. I would definitely suggest that dumbing down a few features, having more choices isn't always enjoyable for the players. Don't fall in love with your game before your players do.

I can't wait to see more.

I've always wanted an AS2 example about arrays

thanks for clearing it up
now I can finally build an inventory system that makes sense!

try a different theme

you used a lot of polish and the graphics are very crisp. You could've struck gold with your art skills but your gameplay idea is horrible.

Nobody wants to play something this repetitive, you need to bring out the best in a game within 5 minutes of gameplay. Making a shooter game with medieval fantasy swordsmen is a pretty bad idea.

where's the easter egg for cheetahmen?

hell I know this
this is from action 52 rules isn't it?

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Joined on 9/28/02

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