All 6 game Reviews

Aggressive Alpine Skiing Aggressive Alpine Skiing

Rated 3.5 / 5 stars

Polished And Professional

Very slick looking game, the art was more detailed in this than I see in a lot of other flash games, but onto the mechanics.

I felt that however well coded this game was (didn't notice any bugs, very smooth flow, transitioning worked very well) I felt the mechanics weren't fluid at all. The horizontal movement was not the right proportion to the velocity at which the skiier was travelling, and the vertical movement wasn't moving at a constant deceleration making it very difficult to judge when to jump. This also didn't gel very nicely with the insane difficulty curve this game presents. Too difficult in fact.

I can't really comment on the length of the game, if there's more than one slope I can't get to it.

Music and sound effects were quite plush actually, good audio quality and exclusive music are rarities in online games, that's what clinched the "polish" for me.


the classroom 2 the classroom 2

Rated 4 / 5 stars

A very simple and innovative game

I've had quite a bit of fun with this, nice features of gameplay, and demonstrates that you don't need amazing graphics for a fun experience. I have to commend you on a very original concept., complete with a well designed gameplay.

However, there was a major flaw, in that your collision detection between the player and the field of view is awful. I noticed you can not collide with the graphic, but still be colliding with the bounding box and still get caught. This hinders gameplay significantly and I suggest you fix it immediately.

The background music was fitting and the sound effects I thought were humorous, and cooincided nicely with the funny dialogue which drew me into the submissions. Keep it up!


::gunny bunny:: ::gunny bunny::

Rated 4.5 / 5 stars


I started up the game and the 3D graphics looked immense. I have no idea how or with what you made those, but they were very intricate and detailed.

I started wondering, I know you did the graphics in some sort of 3D program but I do not know whether the engine is also 3D animation or some bloody amazing trigonometry, so I gave you the benefit of the doubt for interactivity. The scenery looked like it was lineTo()'ed which is awesome if it is actually made that way, but the high filesize and the speed of the game leads me to believe it isn't. Perhaps 3D animation just naturally takes that amount of space, I wouldn't know.

You definately lacked in sound, but I'm thinking a bit of ingame music may have slowed it down a bit. I did like the sound effects, they were synched and fitting.

To do with gameplay, it was fast paced and addictive. Some careful dynamic clip producing allowed for a clever enemy and weapon system which I enjoyed deconstructing in my mind. It also ran way too fast for a game with 3D animation, a number of loops denoting enemies AND a trig script, so I'm pretty sure it wasn't trig, but hey I may be wrong.

Hope to see more 3D shooters!

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Canyon Glider Canyon Glider

Rated 3 / 5 stars

Great Engine

When I loaded up the title screen I thought the 3D picture was good, but then when you get into the game there isn't much in the way of that type of graphics, just a bit of layered perspective. I saw the 3D alteration of the birds and the glider when they move, but the birds didn't look like birs at all.

The constant wind was tolerable and I'm sure you could have put a little in-game music in there to liven it up a bit, or perhaps a few more sound effects than crashes and bird squawks.

This game was challenging, and I enjoyed the way the objects randomly generated, but it was way too short. A physics engine that good could benefit from a little expansion. Obviously adding new objects would be simple to do providing you could draw them and would help to bulk up the game. Having said that, I found it addictive and strangely satisfied from beating it with a score of around 5000 which you probably think is a terrible score.

I enjoyed a few features of the game, such as the map and the way in which the expert mode was presented was an original touch. Maybe try to exploit your own engine with extra graphics and it would last longer.

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AB: Spermicide AB: Spermicide

Rated 3.5 / 5 stars


I loved the physics engine, although it ran a little slow on my computer even with the quality down, I can see you're good with trig and you managed to make a pretty quality engine out of this.

The graphics were cool, enemies were well designed, special effects from the ship were handled well, and everything else was y'know, good. Your looping animations in the enemies worked well I thought.

The background music was so-so, not really much to say about it. The sound effects were nothing special but they matched the weapons nicely.

I thought you designed it well, giving a route through the body and some intelligence of the body parts gave the game the depth that it needed not to be regarded as something a 12 year old threw together to be rebellious, as I don't think many of the usual people would appreciate a good physics engine when they saw one.

The game had its charm, you pulled this one off pretty well.

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Worm Warrior Worm Warrior

Rated 2.5 / 5 stars

Efficient Engine

This was merely a glorified fly swatting game, with substituted graphics. The graphic loops were nicely done and were simply but well drawn enough to keep the game interesting. The animation loops in the worms however lagged the game a little.

The sound was synchronised pretty much alright, but there were only a few different sound effects featured in the game.

The idea was unoriginal, I've seen many of this type of engine before, and I've seen many of this type of concept before, and you seem to have missed out on a personal twist with this one.

However, your engine was well built and shows you have some potential as a programmer. The different objects you could interact with were a nice twist and a pretty decent idea to feature in the game.

It was far too short though. With a bit of simple coding you could make the game get progressively harder and continue to an infinite number of levels. Limiting it to just four levels indicates you may have used multiple frames and conditionals to script the game, rather than dynamic coding which you should be aiming towards. My bad if you didn't.

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