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NekoMika

419 Game Reviews

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This was pretty fun. There was a lot of clicking to do, but with each upgrade the Jet packs kept getting funnier and funnier. The graphics were nice and retro in style. I would not mind seeing a second part to this game, hopefully where I do not have to sit and click for long periods of time to beat the game. I would like to see those space pirates and rabbits, that would be pretty nice. Great game, fun medals, good times.

DarkTimmy responds:

HA! Thanks - I agree the dialog sorta hits a groove later in the game, glad you enjoyed it! A sequel s planned at the moment too! Thank you for the play and the comment! I appreciate your time! Best, -Tim

Good grief, that has to be the funniest version of Run to the Hills I've ever heard. Also doubles as a great easter egg. Humorous how it's both a dress up game and then suddenly turns into an animation about running to the hills. Very entertaining and nice little short game. Great job!

The game seems to be alright but it still has its issues. For me, the explosion glitch still occurred for me after the truck got shot in the Sonic episode. If it had not been for that, I would have been able to rater higher as I could have finished his campaign. Seems you may want to rework the coding a bit for that part so he will get up rather than lay there half the time.

Marco's campaign seemed pretty easy and straight forward with you having to shoot some people here and there and both Mario Bros. making a cameo appearance. Luigi looking for Mario, and Mario seemingly dancing or signaling to his brother where he is in hopes of leaving the remains of the city. The sniping bit was a nice little breather from the small amount of running and gunning Marco does.

Ryu's campaign in all honestly was probably the shortest and sadly, the dullest part of the game. A Hopeless Boss Battle you cannot win but given the move list in hopes you can beat something that cannot be beaten to begin. Was still good I suppose in that it offers up some kind of hope Ryu might know how to fight them the second time around.

Sonic's campaign is probably the only part of the game to offer a challenge and it can feel a bit unfair at times given the second soldier looking back and forth took me a bit of time to figure out before I could move on. After that it seemed like smooth sailing until that explosion glitch I mentioned earlier. May want to rework the coding there a bit as I mentioned since it seems some people will most likely still encounter that glitch.

The secret Knuckles episode was a breather episode of sorts. It did not fill me on what was going on in the game whatsoever. If anything seemed to make the plot bigger with another plot hole opening up. Not too bad, having a breather episode/campaign in these games is good while showing another part of the story the main cast will not be seeing.

In regards to the episodes/campaigns... if I have it down correctly, Sonic and Marco's episodes crossover with each other. Ryu's campaign happens directly before the Sonic/Marco episode and the Knuckles episode is unknown, however, given how Knuckles acted during the Ryu campaign I'm going to guess that campaign occurs sometime after this episode begins.

The game play was alright. However, I think the episodes were too short for this kind of thing. There was also more dialogue than playing of the game. The only way to have the game play last longer than the dialogue is if one messes up a lot like I tended to during the Sonic campaign.

The audio was nice but I think it might have also been a big problem factoring into this episode. The audio should have been compressed. I can understand wanting high quality audio but it does not need to be the best quality for it to be good. Of that note, it seems the audio took up more MB than the game itself. While I think the audio was great and all, could always try the Newgrounds Audio Portal, huge variety of songs for you to choose from. Might end up finding songs you think could fit into future episodes even better than the ones used in this episode.

A minor annoyance, could have done the audio differently I think. Being a little more organized is all, aside from that, good credits I guess.

One final issue, the game does get slight bits of lag from time to time when going from game play to dialogue box cut scenes. Could try fixing that up in future episodes so it transitions smoothly rather than hanging there for a moment.

The medals were good. I liked seeing Big making a cameo along with the Mario Bros. I look forward to seeing more cameos, hopefully they yield medals as well.

Overall, medals are good, audio could be compressed, could also try finding audio from the Newgrounds Audio Portal to use in future episodes, plenty of songs that could fit in for what you want. The campaigns and secret campaign were good, aside from the slight glitch in the Sonic campaign, the rest was alright. I hope to see you improve on everything in future episodes, but for a first episode, this is not too bad. Hope you found my review helpful in how to improve yourself.

MetaMike responds:

Very Helpful, thank u sir

This was a nice demo.

The graphics make me think of other games where one has to sneak around or light up the world in a sense to go farther ahead. The graphics have a mix of mystery and sad and happy to them.

The game play started out easy and gradually got harder and harder until getting to the last level of the demo. Having to get it to where all the eyes are where they need to be can be quite tricky. I ended up dying several times in the latter levels of this demo but I eventually figured where things needed to be in order to continue on.

The audio gave me a feeling of suspense as if you could stop being watched at any second and end up dying suddenly. The sounds for getting shot and only being shown to have hit with two darts doesn't really feel like it matched. If you're only getting hit by two darts, would it make more sense to add a gun like sound or clip the gun sound so it is only heard two times?

The story is rather heartbreaking, she feels the need to leave her abusive father and finds out he abuses and pushes EVERYONE around and that one has to find a way out of the system of being watched all the time.

Overall, great demo, I look forward to the full game.

As far as parodies go. I think this was a nicely done parody of both Duck Hunt and Flappy Bird.

The background image being a city with a bit of clouds looming around was nice. Then the foreground being a simplistic plain was also good. Nice to see a different color of the Bird yields a higher amount of points than the regular Flappy Bird seen for the first five rounds.

The sound effects were fun and reminded me of older video games. The music for starting the game and getting Perfect rounds was also nice. Kind of gives that sense of accomplishing something while having fun.

The game play was simple and straight to the point. Shoot birds, get points. Easy enough and fun.

The medals were also fun. Some being easy to earn while others were hard to get. Very nice.

Overall, fun parody game.

I really enjoyed this game. I found the simplicity of it to be quite fun. Then you occasionally see the screen flooded with "FASTER" encouraging the player to try escaping the box much faster over time. Great way to kill some time while trying to test how fast your reflexes are. Fun game, I enjoyed it. Great job!

HybridMind responds:

Thanks very much for leaving your thoughts! Glad you liked the "FASTER" message. :D

This is basically a modified yet poorly done version of Flappy Birds but with a creature named Flarewing. However, due to the poor hit box detection, you're more than likely to hit the pipes even if you don't truly touch them. If you get close enough to where there is a pixel between you and the pipes then you automatically lose and have to start all over again.

With the graphics, the background is alright. How the character looks is alright since that can't really be changed anyways. However, the main issue is either the character has been made too big for this game or the pipes are. At least with other clones of this sort you have more more room to move around, with this one, you have far less room to move around making this game much harder to play.

In regards to game play, fair enough in that this time around you do not have to keep clicking on the character to keep them aloft, they just stick to whatever row the mouse is in and moves with that. Somewhat fair given how big the pipes are and how bad the hit box detection seems to be here. If the pipes were made smaller this could be better or have the character made smaller.

The audio fits I guess. Although given the background I think you could have aimed to find and use a darker sounding song from the Audio Portal. Aside from the song, no other sounds are present which I'll take as a good thing for this sort of game.

The medals are good. However, not really sure why there is a Valentine's Day related medal when the game does not relate to the holiday at all or why there is a sudden jump between pipes needing to be passed for two medals (150 then a sudden jump to 666). Could you have tried to add a few more medals so there is not such a huge gap or is it just some sort of gag to have a jump between medals? I guess I'll take it as the latter given Flarewing does kind of look like a demon.

Overall, this game is just really flawed in my opinion. Poor hit box detection, either Flarewing or the pipes being far too big, a jump in pipes needing to be passed for that last medal. Hope you keep trying to improve your games in the future.

This game was an admirable parody of the original. The concept is basically the same and everything but it lacks birds and the same simplistic background types. Well, technically it still has pipes outlines in the background so it is still somewhere like the original.

The background was simplistic and easy on the eyes. The pipes seem kind of ironic given that the foreground lacks pipes and instead has a more simplistic block look with a Pink Knight image plastered onto them as if someone had graffiti them onto the blocks scattered all around the screen.

The game play itself is the same as the original game this one is based on. The only difference being instead of being told to press space or anything to start playing, you automatically jump right into the game without any real warning aside from your Author's Comments saying this. Having it be a small heart with a slight aura around it is a nice little graphic.

The music sets the mood for this game. It kind of makes me ponder and think of this game being a possible metaphor for someone with a broken heart jumping over and ducking under obstacles in life and hoping that one day someone either puts them out of their sad misery or loves them for who they are one day. However it could also be about how someone just can't seem to muster up the courage to tell the person who broke their heart "screw you" or "I miss you" at all, instead sitting around and questioning what went wrong or where to go next in life.

The scoring system is nice and simple. The only thing that seems weird at the moment is that the "Crashes" scoreboard doesn't seem to register any kind of a score above 1 for whatever reason. Planning to fix that error in coding? The "Highes" and "Totales" scoreboards seem to work fine though.

Overall, this was a simplistic and mediocre game. I don't think I could see myself spending hours playing a game like this, but if people like these kind of games, then whatever I suppose. Nice work making yet another game CyberDevil!

Cyberdevil responds:

Well the original had pipes in the foreground, here they're just a scrolling image as a sort of homage to that game. Didn't get if you liked the pink knight graffiti or not? I was thinking of having some hearty texture, but that felt generic so I borrowed a piece of NG layout art instead, framed it in, a more subtle way of repping the site than including a tank logo. :)

Mmm, I was thinking that too, specially with how the heart is blue; the music fits the theme. It can be ambient or melancholy depending on how you look at it.

As for the scoreboards, they're all submitting scores fine, but there seems to be no difference between simple and incrememental with the NG API (the latter is supposed to add to the score, while the former just posts the single value/keeps the highest one). I hope I'll get an answer on this soon, and either find out that I'm missing some super-simple detail or that it's a problem with the API. Not much I can do about it for now. :/

lol, well most people are probably tired of this type of game, but I feel I had an original concept to contribute to the 'genre'. It can get pretty addicting too... thanks for the long; elaborate review SCTE3!

The backgrounds were simple and I like how the imagery looked like it all had plastic wrapped look to it. Then the backgrounds themselves had a nice little blur look to them.

The story was a real heartbreaker seeing that he was stuck alone in space for so long. Eventually he succumbs to insanity and tries to flat his way to Earth with the sentient being or illusion of the mind trying to tell him to simply fix the problem in the ship rather than running out into space like a fool. Really got a hope spot when you think the communication system is fixed only to find out it was a dream and that he was doomed to float in space forever and die.

The music really sets the story in motion of how sad being alone forever, trapped somewhere where it could take years for help to arrive can be. Then the credit music was a nice change to show the visual novel was over.

Overall, aside from a couple of spelling errors, this was a nice visual novel. Easy medal as well.

This game needs a lot of work. It can be a lot better than what it currently is.

The background should be changed to something more fantasy themed instead of a scrolling of a city street over and over again. Could have changed it to a mountain like area as I think that would make more sense for a background here even if it is meant to be a Christmas game in a way.

The game play was not challenging at all. Enemies die upon you touching them which does not make that much sense. Health can be easily regenerated too. Lastly, the bosses are far too easy to defeat, they go down in around ten hits each. Bosses could be moving faster and firing more than they actually. Could also fix it so allies don't fly by during battles to keep it challenging along with upping the amount of health that they have.

The music, while not that bad could have been more diverse. The normal music, then the mini-boss songs would have been the same, lastly, Santa could have had a unique boss theme instead of the music never changing at all throughout the game.

The sounds used were nice I suppose, the explosion being someone making an explosion sound with there mouth is cool.

Overall, this game could have been much better than it was. However, it does show you are improving yourself a bit with how you make games compared to your games when you first began here. Best of luck with future games.

Musician / Voice Actor, I write music, c:

Age 31, Female

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