SO much potential...but only fun for about 15 min
Geometry wars + flow...great idea! The controls were slick as hell, and from my experience with playing flash games that is something not easily mastered and not often seen. The physics felt fluid and added a great dynamic to the game. The combat reminded me of Subspace a little, but not quite so difficult. The upgrades were cool, the variety in enemies wasn't bad, and the controls were perfect.
So why didn't you do more with it??? The game ends up being a simple, repetitive click-fest with NO fear of losing. No fear of losing equals no real intensity for a game like this...I ended up just running into everything awhile clicking as fast as possible and didn't come close to dying. I saw all of these cool looking boss-type enemies with cool homing missiles and firing patterns, but i didn't have to worry in the slightest.
In short, HARDER NEXT TIME! You have a GREAT physics/movement engine that's easy to learn but would take time to master. Good job though =)
not terrible, but very boring...
this game was obviously put together well. the item system was very smooth and felt natural. the graphics, though 99% unoriginal, was at least very well implemented. the array of skills and items was also a very nice to see - this did feel a good deal like WoW in simplified flash form.
however, mechanically speaking, WoW is a little boring. what makes it fun is the vastness and rich environments found in the game, as well as social interaction and combining a bunch of skills in the heat of the battle. it's just..not possible to really capture that in flash. i never came close to losing a battle...and they took FOREVER. i just did the same attack every single time, and it always worked. once you figure out the most efficient way of doing damage there's no reason to ever do anythign else...ALL of the enemies (aside from the boss) just attacked every round anyway. the gameplay involved nothing more than deciding what talents to get (while there were a few it was pretty obvious that the critical one was the best, or at least good enough to carry me through the whole game) and clicking the critical ability then attack EVERY SINGLE ROUND in combat until my magic ran out. i admit i kept playing to see what was coming next, but i woudln't have been able to do so if i had not been talking on aim or listening to music. this game simply fails in innovative or entertaining gameplay.
im not tryign to be melodramatic here - but this is an achievement in flash games. it pushes barriers both technically and stylistically for all flash games so far. it actually captures the FEEL of a real, well-designed platformer! the gameplay was a wonderful mix of various platformer elements (running up curved walls was fun as hell). everything felt natural and smooth; the design was perfect.
please please finish this game!
one bug i noted, though other ppl may have mentioned it, is that if you jump off of the first gun-rat-thing you can fly through the wall and fall off the stage. minor problem, just didn't seem like there was a barrier up high on that wall.
first off - it's a little annoying playing through part of the game again just because you want someone to go to your site to play it. not a big deal really, but it seems very pointless.
the game had a lot of ups and downs. i was really happy with what i saw on the first level, and initially the physics seemed pretty promising. the graphics were nice enough (although the ball reflection isn't quite done right, it's reflecting the same colored image on both colored tiles) and the level design looked like it could have some cool twists to it. however, as soon as i got to the second level and went off a thin ramp i realized something was horrible wrong. even if i went to the top of a ramp going perfectly straight at a very slow speed, i would wind up going in a different direction by the time i hit the bottom. this is NOT GOOD. in fact it completely ruins the game. you simply CANNOT have illogical/faulty physics in a game that is 100% dependant on good physics. i had NO interest in getting past the 4th level because i didn't feel like learning how to adjust to your makeshift ramps.
PLEASE fix this up and re-release it - this is a GREAT idea and layout for a game. just fix up the ball physics and controls a little (the deacceleration was also frustratingly slow), and you will have a great game on your hands.
fun for a bit, a few annoyances
sometimes just the right amount of ingenuity and artistic capablities pull together to create really fun-but-simple games. those who fall just short however tend to blend in with a crowd of thousands..and this is just at the top of that heap.
the concept is fun enough. reminds me a LOT of that marvin-something game that popped up around here awhile ago, and i greatly enjoyed that concept. it's a great mix of action, reaction, and coordination, as is this game. the high points with these puzzle/action games are always when it pushes you to your limits. often times, with the really good ones, your limit expands with more play.
however, with "supreme catcher," the challenge mode is more of a test of patience than skill. you almost don't want to get better of the game because of how ridiculously simple it is at first to get perfects. even the first time you play something like tetris or lumines or DDR you mess up in the beginning...because getting PERFECT is a little hard, but this also makes it more fun to play over and over again to get better. challenge mode needs to be MUCH more continuous. i like the backround changes and all, but the difficulty curve in this design is ludicrous...it just doesn't make sense. it starts off WAY too easy, then gets hard too fast, then gets too easy again. if it was just a continuous stream that started out a little harder but allowed more room for error (a DDR-type meter with accruing errors leading to a loss could work) woul dmake you really want to come back to it.
sorry for the long review, but this game is almost GREAT. it seems SO close to something i want to challenge all my friends out..but right now it's just another game on newgrounds.
good premise, but it got old fast
graphics were solid enough. they were blended together stylistically and the animations were smooth enough for their purposes. the levels got a bit dull after awhile with overly repetetive backgrounds and interactive objects, but not badly enough to be distracting.
the fade-in music was cool at first, but it got real annoying after i kept running into enemies. the shift between total silence (since im usually not swinging my sword when im not fighting) was a bit awkward - some light background music would help there a bit.
the general gameplay and control was fun and smooth. having a variety of moves and combos in a platformer to fight foes with different fighting tactics was innovative and made the game enjoyable. however, the COMPLETE lack of powerups or level variation made the game seem pointless and repetetive too quickly. there seemed to be virtually no point to taking shortcuts or finding "secret pathways" or whatever, because there was basically no reward whatsoever. fighting got monotonous too after i realized that i coudl run past any enemy in the game. in fact, the second (and last) time i played i ran through the entire game without killing 1 single guy...and i only got hit about once or twice.
bottom line - you have a GREAT base for a game here. but it NEEDS MORE. im not just talking more levels, it needs more enemies (maybe ones that have projectiles, or ones that are bigger but slower), powerups (could have permanent ones that boost speed/dmg throughout the game), and more variation in level design.
fun, innovative, but rough around the edges
great sense of style visually. the main character, the enemies, and the bosses looked sleek with their stylistically oversized swords and such. cool new concept with fighting style (for flash anyway) - was definately fun to play with.
on the bad side - the game got a bit repetetive after awhile. enemies had way too much health...as did bosses. not saying that you need to make it easier by just giving everything less life (i love games that are difficult), but just put in more enemies or mak ebosses do a little more damage or something. when a boss repeats a 20 second long pattern for the 500th time, it just gets boring when you finally beat him (or frustrating when you lose right when he's about to die).
good job overall though. it's nice to see someone actually follow through with a long game and dynamic game.
fun, too short!
fun game to play around with, just seemed kind of short. very creative with some of the levels.
also, pet peeve of mine - no option to turn off music? the music is good and all, but i enjoy listening to my own stuff when im playing random simple flash games.
alright trivia, videos were kinda weird
creative reward for the questions..although it was a little weird. personally i'd say pictures would be better than the kind of awkward videos (the models seemed confused as to how to fill up 5 seconds of camera time). im not considered with an oscar winning perfomance, i just personally don't find 2 decent look girls talking in broken up sentences about how "they like a guy who knows his movies" to be too tantalizing - i really didn't care about watching the videos.
also, according to cranium, harrison ford is the top grossing actor of all time. im not sure if maybe they didn't count things like episode 1 of star wars and you did or what, but i think i'd be more inclined to trust them - no offense.
also, i know it's trivia and is supposed to have random questions, but who was on the Blow soundtrack? and who gives a shit about nelly and sheena easton?
sick of these games...
ok this has to be at least the 50th incarnation of that "kitten cannon" game (or whatever the original was, i've lost track by now) so far. the only new aspect in this is the selectable characters/weapons, but they really don't add much to a game that's so random in nature.
sub-par graphics with little to no animation and unoriginal gameplay don't add up to a fun or interesting flash game.
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