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43 Game Reviews w/ Response

All 214 Reviews

Where is that 10th trashcan...

Stepford responds:

You will have to look for it. It might be at the very end of the power line?

Neat! What's the name of the screensaver vaporwave song?

Ant responds:

I credited it on the game, its called Can you feel by Torchkas
Also thx!

Nice, a good old shooter with upgrades!

Would be nice to have a way to pause. And some way to turn off menu music but still have in-game music so that you can leave it open when doing something else (or just have pause mute the music once there is pause)

Showing total money in the game over screen would be nice so you know whether to press Try Again, or go to the shop in the level select menu

One question: given that this game is written in flash, how comes that this one works with ruffle on newgrounds, but older newgrounds flash games do not work that way (say, e.g., bullet heaven 1)? (supposedly there is a newgrounds player but not for the platform I use)

EDIT: would also be neat if hard mode would have an extra tier of upgrades!

matt-likes-swords responds:

Flash has two programming languages, ActionScript 2 and 3. Only ActionScript 2 works in browsers through Ruffle emulation at the moment. The other one is a work in progress.

The implementation is awesome, but the controls make no sense to me:

I found three shoot keys: x, v and m. Those aren't even mentioned in the description. But what key opens doors? Why not one of them to open doors instead? Space makes the browser scroll down a page.

For opening the nearest door I tried about all letters I believe, and as said, space doesn't work

And strafing is with esdf? why not wasd like everything else does? Nothing against it if for a reason but since it's not standard, the description really could clearly list all the keyboard keys for all the actions, rather than screenshots of console controllers with "P1" and "P2" stuff and no weapon/door keyboard keys in the description at all.

Doom on PC, as it was released for DOS, is supposed to be played with a keyboard, I don't want it to capture the mouse, that's why I try to use the keyboard controls. I guess I won't fault it for not using ctrl to shoot since PICO-8 games never seem to support ctrl/alt/shift keys :) Another weird PICO-8 control-ism that all PICO-8 games seem to have is that enter doesn't activate menu items...

EDIT: Thanks! Updated documentation makes it clear! c opens doors. And of course the door I tried was not actually a real door but the starting door. But of course knowing the correct key made that more clear. Upgraded the score to appropriate level for doom-in-pico8

freds72 responds:

Thanks.

I uploaded a new version, trying to fix some of the control aspects + updated controls documentation to be slightly clearer.

When using keyboard+mouse, space is indeed supposed to open doors.
What browser are you using?

It's a laser shooting at spacerocks, but the laser is very squirty

Dezue responds:

Heyho, Aardwolf!
Hahaha that's true! XD Thanks for playing and stay funky!
Dez

Played and loved the beta. Would play again for the NG medals :)

Is there any chance for an HTML5 based version?

matt-likes-swords responds:

Nope!

I love the atmosphere and story! I also love how the font used in the story at beginning and end looks like that of DOS games.

I would like to give some constructive feedback about the controls: while the graphics and atmosphere are great, the controls are a bit annoying.

Why do you need to switch to "move" mode at all to click an arrow? Imho no matter what "mode" you're in, clicking the arrow is pretty obvious that you want to move.

There is inconsistency with the controls too, making it even worse! Some books put you in "move" mode and require move to exit, other books instead don't require a mode and have a simple exit button. Then, some doors show they're locked with "d", others show they're locked with "s". And then some things like the fireplace do "move" but still require the "d" action. It's so confusing sometimes ;p

I think the controls can be improved as follows:
-eliminate the "move" mode entirely. Instead, clicking any arrow/door/... moves you no matter what "mode"
-have an "automatic" mode, the one that is now the cursor without symbol that does nothing I suppose, in automatic mode, it "action" if it has action, "see" if it has no action, or force "see" if you hold shift for example.
-or alternatively, have no modes at all, just make regular click to move/see, and shift+click/right click (or long click on mobile devices but please not on pc) to do action, or vice versa. Or something like that. Anything that prevents unnecessary mode switching.

Maybe look at how Monkey Island did the controls :)

Nirag responds:

Thank you for the review and the feedback!
Yes, I've looked for a font that would be like the one used in old DOS games!
I'm sending you a PM to ask some details!

Great, even better than the first one with such challenging new types of levels!! But, is level 17 beatable in Play+ mode with only one click? I can't figure out how to prevent the first moving platform, and then much later do a bend to the right, in one go. Thanks!

StuffedWombat responds:

thanks :D

yeah, thats a harsh one!
you have to hold the button down in the beginning, until it is save to drop, this way you save one click and can then do the bend to the right!

Not sure what I'm doing wrong, but around level 20, the boss wave always ends up with an enemy guy getting duplicated easily 100 time, and me spamming fighters forever, making it never finish (stalemate) since I can spawn fighters indefinitely, and the enemy duplicates indefinitely.

mapacarta responds:

I updated the game, the clone boss now has a clone limit of 1. Clones can also make max 1 clone. This should be enough to prevent too many clones. Thanks

The concept is great, 5 starts for that! But only 3 stars in the end due to the levels. The amount of actual puzzle here is almost ridiculous :(

There are 5 non-puzzles (just activate the switch(es) and done) and maybe 2 things that are almost a puzzle.

With these logic gates you can go several orders of a magnitude more complex.

I never had to actually resolve any logic in these puzzles, just try some combinations of on and off.

You really could go to logic with many bits so that at least trial and error won't bring you there, binary adders, cryptographic things, almost anything that has more challenge than what was in here!

Bigaston responds:

Yeah! I think now I'm going to upgrade the game with more levels.

fear not man who practice thousand attacks once. fear man who practice one attacks, thousand times.

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