WaterCloset

Age/Gender: 19, Male
Location: New Zealand
Job: Student

I know I have no subs. I just love to review other subs. Sorry.

Newgrounds Stats

Sign-Up Date:
5/8/07

Level: 3
Aura: Evil

Rank: Civilian
Blams: 16
Saves: 5
Rank #: 120,664

Whistle Status: Garbage

Exp. Points: 70 / 100
Exp. Rank #: 280,729
Voting Pow.: 3.11 votes

BBS Posts: 0 (0 per day)
Flash Reviews: 16
Music Reviews: 0
Trophies: 0
Stickers: 0

All Flash Reviews

16 Reviews | 5 w/ Responses

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Score: 9
Disputed Galaxy

"Flatspace."

submission: Disputed Galaxy
date: April 4, 2008

A solid game, for sure, but you should admit that it's at least a bit of a copy of Flatspace. But a solid game nonetheless.

April 9, 2008

Author's Response:

Never heard of flatspace. See my FAQs: http://www.disputedgalaxy.com/sf2.asp ?SiteID=5&PageID=262&SectionID=0

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Score: 9
The Unfair Platformer

"Inspiration?"

date: February 8, 2008

Amazing game, man. What gave you the inspiration?

Btw, one star off for imprecise jumping engine (I agree with Salvidrim)

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Score: 9
SHIFT

"Yin and Yang- Nitrome"

submission: SHIFT
date: February 1, 2008

There was some decided Nitrome inspiration in this game, and they did it better, but well done anyway. I think a bit of a stronger head-hitting engine would definitely help in the next one, as would a tile-based level system- these ones seemed a bit random.

February 1, 2008

Author's Response:

It's a shame everyone brings up he similarities to Yin and Yang, since I played it for the first time tonight after reading the reviews of my game. Its true that theres the similarity of the spinning level and color scheme, but the gameplay is completely 100 percent different. I wish there werent such a culture of "He did it first" in the Flash community, because I think if people could look past that they'd see it's completely different to play... oh well.
P.s. I found Yin and Yang to be quite good.

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Score: 2
Wheres My Mouse? Beta 2

"Bad Form"

date: January 6, 2008

Never, Ever, ever ever ever EVER use the words "this is another" in your Author Comments. You're admitting that at the very best you couldn't think of anything better to make, at worst, that this was the first actionscript you found and you were too lazy to find something different.

But well done, anyway- some nice features et cetera. It wasn't bad as a game, it was just bad as a concept. Don't do something you know had been overdone to DEATH. Try to make something original.

June 1, 2008

Author's Response:

Well thanks for the comment! I Agree! :)

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Score: 0
Clock Teller

"Wrong"

submission: Clock Teller
date: January 6, 2008

This is a badly-put-together game. You need to work on your font choice, and your usability. Plus, you just read the computer clock- which in this case is three hours wrong. Try harder next time.

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Score: 2
Space Destroyer

"Not good at all."

submission: Space Destroyer
date: November 3, 2007

Please, please, please don't submit stuff that isn't finished. Expecting us to 'make up a game' is rather high-minded. Get your act together and finish the game before the submitting it. And use a better title- calling it 'space destroyer' implies that there is something about it that involves destruction. What you've submitted is just kinda sad.

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Score: 0
Space Shooter Ver 0.1

"Let me tell you something..."

date: October 30, 2007

If you want feedback, here it is.

First- Make the game interesting. It wasn't. Do something new for a change- like a weapon system that can only be used so many times, or multiple character-controlled ships on screen at once. Something to hold the interest.

Second- make the shots smaller. Low-powered large projectiles are lame and irritating. High-powered small projectiles are interesting and unexpected, as well as somewhat unique. Also, shots should have two of Powerful, Fast and Quick-repeating. AOE counts as Powerful.

Third- for god's sake get the style together. Make the sprites... well, not similar, but put a theme through them. Right now, you've got a pixelart ship, gradient lasers, line enemy beams, tweened explosions and vector enemies. Get one thing going or the game looks shoddy.

Fourth- If you're gonna have scoring, take out a zero. This is mostly a personal thing, but if the lowest score you can get is 10 and there are no 5's, then you've got an extra digit. However, really, you should make the levels interesting enough that scoring isn't necessary.

Fifth- Do your research. Tyrian. Guxt. Ether Vapor. Excellent Bifurcation. Hell, even Lacewing. Use them for reference about style and substance. (all free downloads, btw)

Finally- get on it, my lad. Make the enemies powerful, the character equally so. This game wasn't interesting, but I'm sure you can get one going that is. Go for it. And Good luck.

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Score: 6
LineBouncer

"Ghghgh"

submission: LineBouncer
date: August 28, 2007

Not bad. Not good. It needs a couple things:
1. A goal. Or possibly something like a goal.
2. The Bounces score needs to reset.
3. If it's open, it needs... stuff. Things for the ball to interact with besides the thick pink lines. Like blocks, or walls.
That all said, the physics engine is not bad at all for this site. Well done on that.
Now, make it a game.

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Score: 2
Robotcow's Super Snipe

"...Why?"

date: August 27, 2007

This thing needs a plot. Of any kind at all. At the moment, the character has a beef with black sticks and that's it. But as far as it goes, it's not... BAD... it's just... not GOOD. I would suggest adding a real necessity to do stuff as well- perhaps, they shoot at you, or perhaps, you need to do it quickly for points. Something like that. At the moment, it's a pointless game. Not necessarily in a bad way, but still a pointless game.

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Score: 8
Plectrum

"Not bad, but..."

submission: Plectrum
date: July 14, 2007

Was the lack of a right wall intentional?

Nicely done on the whole "new fishy game" bit. I like the idea of different plectr(ums/a) giving different power ups. And the colouration is pretty good too. Keep it up.

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