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lol rule 34

You're asking for positive reviews when there's very little to comment on. When you strip away what's basically some guy recycling the old "let's make them have sex! Hilarious! YEAH I'M A Genius!!" bit.

This is just another badly drawn flamebait for the hell of it and no point behind it flash movie by someone trying to be a rebel, who should be growing out of this stuff by now unless you lied about your age.

Hey whatever floats your boat I guess, you arn't the first and I'm sure you won't be the last.

Sidorio responds:

I'm actually nine. Don't tell anybody though.

good technical knowledge but bad idea

For a days work this is impressive, it's just a shame space invaders doesn't really compliment a multiplayer system like this, since the game is so basic. I noticed some martians seemed to randomly explode at the start. but I'll assume that was just lag.

No continues? What is this the 90s?

Pretty well put together game, the ships were varied but a little bit bland looking beyond their basic shape. The 1 life thing is very old skool though you should find another way to punish the player for dying. I gave up having to grind through levels I had already done after the second time and I'm a patient guy! Just imagine how quick the ADHD kids are losing interest in your game.

more luck then skill + needs moar tweaking

Strangely addicting game so much so you can kinda forget this isn't a game made by some pro developing house... that is... until you dig a little deeper.

The concept is interesting but I'm amazed at some of the things that were overlooked, for example the random upgrades you can start with like the 'exspected' upgrade (or I'd call downgrade) which means less time before mankind works on a cure is pretty redundant. Almost everyone after a highscore with common sense will just start a new game as soon as they see that (mark this review as unhelpful if I'm wrong guys) since the game relies heavily on luck anyway it makes it more of a limiter then a challenge handicap.

While we're on the subject of the random element of this game I have the theory it's only possible to win if you start in... yep you guessed it MADAGASCAR LOLZ! Seriously the only person I know who beat this game started on that island, and after noticing it only has a port, no airport and watching how few boats actually travel there I'm amazed this survived through testing without being tweaked in the slightest ( I counted only 1 boat traveling there on a fairly slow game before the port closed!).

The above mentioned problems as well as making places like England (aka Great Britain) an area of it's own (so it becomes another annoying area to infect like the other small islands) would make the game more balanced. How much you could improve this with a sequel, would depend a lot I think on if you were willing to experiment with more country traits besides their weather conditions and population

WAH! *crashing noises* FOOLS!

Something about the programming on this game just made me think this was your first game or something, with an invaider zim wrapper to try and hide it. Nothing wrong with it being your first game, but god damn... only the biggest invaider zim fans will want to hear the doom song and being called a fool again...

and again...

and again...

and again...

AND AGAIN!

MarkerProductions responds:

ahah "first game, with an invaider zim wrapper," I tottally agree. XD I did try to hide the actionscript behind the pictures and such. XD

But if you read the story line, Gir is trapped in the swer so he needs to sing for Zim to know where he is! (my excuse to have the doom song play..) ;D

deceptively deep

I was bored of this at first mainly due to how random the hit/miss rate on weapons seemed to be, once I fully understood the controls the tatics of the more defensive melee weapons vs the high attack and low defence arrows made the game considerably deeper.

Even the way you kept friendly fire in the game, something some gamers are generally not found of made matches much more interesting, especially the 5 against 1 match, having more of them then there was me was not necessarily a good thing for them... or they were just stupid XD

As already mentioned only faults are the melee weapons and armour system seem a little odd, especially at times with two identical hits with identical weapons by identical fighters. One could do barely any damage in their hit but then they get 1 hit ko'd by the other guy doing an identical hit... what the hell?

Soooo saw this coming a mile off

When I first saw the 3D for flash component I knew straight away someone would try making a doom/halo clone for it and that's pretty much exactly what's happened here. You get no points for originality but any lower then a 6/10 would be insulting the work that went into this, being mostly uncharted territory in terms of flash coding.

Personally I find this style of shooter tedious but that's very much how the first fps games were, my only complaints are as already mentioned the mouse clicking off the screen issues and also having some kind of indication of the direction you're being attacked from and some kind of pain sound would be nice. Also to re literate to the nubs whose idea of an antique is a PS1, the new 3D flash component is not a must have feature, it's just another string to flashs bow of talents, whether or not you need it depends on the project you're working on.

unexspected but welcome sequel

The traveling concept was a great new edition, it was almost as if it's daring you to take as long a route as possible rather then the safer as few stops as possible method.

Not that anyone should really need advice playing this game, but it's not essential to search every building just the obvious place. To win for sure I guess the order of importance is supplies, defenses, civilians then weapons (for some reason even unarmed civilians fight with some kind of pistol? x.x) and the sooner you find civilians to help you the easier it gets, because then you have waaaay more margin for error (my first play through I got to the end on day 43 due to screwing around and day 35 the 2nd time).

Personal fave weapons were the bow and sawn off shotgun, but when I managed to find 4 other civilians on the first map I was happy just taking out the faster enemies with a chainsaw until I had more weapons to choose from.

All in all it's a strangely addicting concept that the only way you could improve on would be improving the traps and adding more RPG elements, such as different character stats and with that characters working in shifts (anyone who goes 40 days without sleep traveling and stuff would be wasted! x.x) or as already mentioned fights while changing location or if you get to union city early having to help hold off the hardest swarm of enemies until day 40.

SPOILER
You could still base the players progress on how many days it took them to get there, it would just add more gameplay, not to mention lend itself to a better ending then the one it has at the moment. The ending was the only major disappointment, because the only difference between the good and bad ending is seeing union city with or without airstrikes hitting it.

as if the first game wasn't hard enough...

If it was a separate series I might be more generous, but being a sequel that takes away most of the freedom of strategy of the first game and reduces you to very few remaining trail and error options, eliminates a lot of what the first game had... what's that word again? Oh yeah fun.

The turrets move slower and miss a lot more often which is ironic considering this is supposed to be a sequel, the upgrade system is needlessy complex, because given the insain learning curve upgrading certain turret stats should be scrapped, in favour of being exactly the same as the first game and it would still be a major challenge.

I'm not going to bitch about the regening enemies thing that's already been addressed, but I will say you've made the players resources so limited I'd be surprised if you could count the different strategy's of winning this game on more then one hand compared to the first game.

fail safe = god

With a good selection of rock style tracks and some tweaking this game could be epic. I wish I had made a note of my stats because whatever set up I used meant I was easily getting 100+ combo shots and receiving fail safes constantly, which made mince meat out of 90% of the game.

I got down to my last life (which fyi needs something more obvious that you actually lost a life because I didn't even notice) but that was before I realized my fail safes were pretty much in constant ready to use supply. The only time I had to work for my fail safes was the last boss because our bullets were cancelling each other out, so I had to keep switching to firing ma lasor (lol internet meme) to break the stalemate.

Fun while it lasted, but it feels like the whole game relys on those fails safes to kick any major ass.

Former Top 50 newgrounds reviewer. I'm a 'Shadow Artist' ex hardcore gamer English Wiseass. I've done some newbish things in the past, but frankly who hasn't? Unemployed again deciding what to do next to be honest...

Richard @S-K

Male

Multimedia

haha no

London, England

Joined on 9/17/02

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