JET2

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Location: Wouldn't you like to know

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1/10/07

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Exp. Points: 410 / 550
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Flash Reviews: 32
Music Reviews: 2
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All Flash Reviews

32 Reviews | 4 w/ Responses

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Score: 10
Super Mario bros Z ep.7

"Amazing...!"

date: October 1, 2008

I loved it...The fight scene in Minus World in particular (Of course, I'm also a sucker for the theme you used when Shadow appeared in the place.) I'm still not fond of coward Luigi, but I have Nintendo to blame for that more than anything. The 3D moments were pretty cool, and I think were interesting to see implemented as they were.

As far as improvements...Um...Look! A distraction! *runs away quickly, returning after a long while.*

...So yeah, loved it, and I'm looking forward to the next one. Nice to hear this isn't the end, after all.

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Score: 9
Millie Megavolte 5

"Fun, and an improvement over the last installment!"

submission: Millie Megavolte 5
date: June 13, 2008

Heh, heh...Glad to see another one got made. And nice to see Millie's as irritable as ever.

Graphics-8/10: I liked the environments. While the recycled enemies (The Skeleton Knight things and Skeleton Stalker things in particular) didn't get too much of a facelift, things weren't bad. I liked the upgrades appearing on Millie (At least in the default outfit) as well. Most of the outfits were very well done, though I didn't really like the Blackout one (It took a lot of the definition out of her clothing...Still, I suppose nothing to be done about that.) Also, as minor as it was, I really enjoyed the 'edge of a cliff' animation Millie got, as well as the Skeleton Hanger Things' (Keeping with the naming trend) death animations.

Sound- 8/10: I loved the fact that the music was different for the varying stages in this one. The thwacks, squishes, and the like seemed perfect.

Gameplay- 7/10: The slipperyness was back, and made more obvious with the Blast Boots/charging attack combo, though the Down key took out most of that. My question is why Millie continues to lose air when her head's above water...On a related note, the difficulty of the Bay is killed putting the costume so early (At least on Normal. Hard and Extreme might be a different story...). Still, even with that, I had a few 'Oh, s**t!' moments upon hitting the switches. My biggest gripe, though, had to be the lack of a true save function. This isn't really a game that seems to be 'finish in one session' thing. And, I have to ask...In Algor Hills, how are the spring-flowers not dead and frozen over?

Overall: 9/10: I enjoyed the game quite a bit. I can't wait to see the Story Mode version on yor site.

Also, I have a question for those who know... I know what the Cardio, Kini, and Mega Millie costumes do, but what are the Blackout and Endless Quest looks good for, other than a change of pace? I *think* Endless Quest increases Berserk damage, but I'm not sure if it's just that I had the gloves...

June 13, 2008

Author's Response:

Thanks for the review!
-The shimmerpetals are magical--they can grow almost anywhere.
-Blackout Costume does nothing, Never-Ending Quest improves kick damage by x3
-I'll put in a game-save feature--just for you. Currently the game just remembers what things you've unlocked.

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Score: 8
Defeat the Dragon

"Good, but one bug..."

submission: Defeat the Dragon
date: April 21, 2008

I found a bug/glitch...If you went to the magic menu, but canceled, you got 200 SP back, as if the turn had concluded, but nothing happens. You can do this over and over to gain insane amounts of SP back, while the dragon just sits there and watches you do it.

April 21, 2008

Author's Response:

lol, all fixed up bro

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Score: 8
D'sova RPG

"Neat game, could do with some work..."

submission: D'sova RPG
date: April 2, 2008

Okay, let's try and look at this piece by piece...

Graphics: 4/10 for field, 8/10 for battle- I liked the detail on the characters in battle, even if the animations were a little bland, but the field map (Overworld...Not battle thing xP) sucked graphically.

Sound: 6/10- Not much here, but the music was really good, in my opinion.

Interactivity: 9/10- Very good. The Paper Mario/Shadow Hearts-style action commands for attacks were rather interesting, though the only one I couldn't max was the 'hit S/D alternately' one.

Humor: 7/10- While some of the humor wasn't particularly my cup of tea, I liked the remarks and the like on the attacks and deaths of the enemies.

Overall: 8/10- It was a good game with room for improvement. Looking forward to your future work.

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Score: 8
The New Dawn: Prologue SE

"Has potential, looking forward to more."

date: February 25, 2008

My only real gripes are that it was too short (Can't imagine why, being a preview and all... :P ) and that there was no way to melee...Not that that's a bright idea, given you seem to have infinite ammo if you remember to reload, but it's nice to have the option anyway, for psychos who wanna kung-fu a corpse or something. (Like me!)

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Score: 3
ASMG (DEMO)

"Crap at the time of my reviewing..."

submission: ASMG (DEMO)
date: February 15, 2008

As of the time I write this review, the game sucks. Mario and Luigi's jumps=flight if you hold it (I know you're working on this) there's only one screen length, after which it goes white with no ground. However, I note that you're working on it, so despite my low review score, you're not getting a blam vote from here...Don't make me regret the decision, alright?

February 19, 2008

Author's Response:

Fixed the screen thing but still trying to keep they from flying

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Score: 9
SHIFT

"Fun and funny!"

submission: SHIFT
date: February 5, 2008

Amusing little puzzle game...Took me a while to get it. The remarks etched in were funny, too...Plus, the end of the game was hilarious for me...And for those who are wondering...Shifting doesn't help in the final room...I tried.

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Score: 7
Phrozenflame RPG

"Good game, felt a little...easy, though."

submission: Phrozenflame RPG
date: January 20, 2008

My biggest gripe is sometimes, the dialog made no sense or was poorly executed. It was pretty funny, though. Also, there was really no exploring involved...I wanted to be able to explore. Maybe next time. Overall, a good game (I played it on your site,) and I enjoyed it...

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Score: 8
Dead Frontier Night Three

"I liked it."

date: January 20, 2008

I'd like to see the MMO once you're done...My only gripe was it was hard to see...I know it's supposed to be dark, but I felt like my character was nearsighted, as well...The gameplay was good, though I think party mechanics would throw the game balance out the window and into heavy traffic...Though, I suppose the zombies could evolve bulletproof hides or something...

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Score: 9
Red Baron

"Great game..."

submission: Red Baron
date: January 17, 2008

An amazing game, definately with a 5 and a fav...My only complaint is how you can end up auto-swapping weapons...It was a pain when I was milking money out of an enemy in stage 2 only to whip out an axe...Also, for those of you who are complaining about how hard it is to kill the bosses:

Stage 1-Pound him into the dirt. If he starts swinging, block and counter.
Stage 2- Keep your distance until he throws his scythe...Block it and it'll stun him. Run in and hit him for a combo or so, then retreat until he repeats the scythe-throw.
Stage 3-(I used the scythe for my leading weapon here) Pound on him...He can't block...As long as you keep the heat on, he won't be able to counter. However, he'll automatically escape at what seems to be certain health intervals and howl to summon dogs...This is good...The dogs are weak and build up your energy for a hyperattack.
Stage 4-
-Form 1: Stick and move...The thing hits like a truck. Save your hyper attack...Just hit it with a weapon and retreat.
-Form 2: Hit it with a full combo (Until you start the repeated attack) then run until it flips at you, then turn and smack it...Feel free to hyperattack it early on.
-Form 3: More stick-and-move action here...You seem to be able to block these bombs...

...There. Now maybe people will quit going on about how hard the bosses are...

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