Newgrounds.com — Everything, By Everyone.

Checking login status…

USERNAME:

PASSWORD:

Logging in…

Logged in as:
.
Logging out…
Inbox My Account Log Out

jamus-se

Age/Gender: 26, Male
Location: Somewhere around LA
Job: Welfare and etc.

Leykis 101 Baby!

Newgrounds Stats

Sign-Up Date:
1/8/01

Level: 17
Aura: Evil

Rank: Scout
Blams: 176
Saves: 63
Rank #: 28,423

Whistle Status: Normal

Exp. Points: 3,090 / 3,210
Exp. Rank #: 6,336
Voting Pow.: 5.91 votes

BBS Posts: 0 (0 per day)
Flash Reviews: 50
Music Reviews: 0
Trophies: 8
Stickers: 0

All Flash Reviews

50 Reviews | 9 w/ Responses

Score: 7
Maganic Wars Final

"A Mix Bag..."

submission: Maganic Wars Final
date: December 16, 2004

In short: while the game mechanics are slightly broken, the game itself is visually appealing, which largely makes up for the lack of strategy thereof involved in the actual gameplay.

I love the blood splatters, the sound effects, the little animations, and the opponent comments. Those are the strong points of the game.

My biggest gripe is with the card system itself: it's too dependent on luck, too situational, and strategy doesn't take you very far.

For example, there are cards that are obviously worst than another one (heal+<heal+, asp+<asp++). It's excusable in a TCG when availbility is the balance factor, but here it's painfully broken as there's no good counter when your opponent, say, has a hand of 5 Dmg+18 cards.

The card set itself is strangely short of chainable cards (there's only crit. strike). The rest of the game boils down to a buff and debuff game that's strangely reminiscent of RPG fight mechanics. Rune buffing is especially unnerving since there's a card that simply max a level and the only counter is a rune-20, which you may or may not have (there's no library manipulation, meaning you take your chances on what you can have).

Give some thought to why each card exists and why, despite of all other cards in the set, the card you hold is still useful. When a card game is devoid of a resource system, all cards should have qualities that makes it uniquely useful, and that should remove people's gripes about the card mechanics.

Give it some thought. Your next work maybe your greatest yet.

Author's Response:

I'm reading carefully all of your comments and I agree with many of them.

In particular Jamus you are right when you say that the game needs a more clear strategy factor and more unique cards, but I don't want to change the basics of the game so I'll have to think about it very carefully. More balanced cards are needed too...it happens too much often that you got a card that you never use, that's quite anoying.

Anyway I want to clear something about the deck:

1.- The deck has from 24 to 35 cards (depending the level) and all of them are different.

2.- When you receive a card it disappears from the deck.

3.- The enemy has 5 cards from the same deck as you. ONLY 5 CARDS! . He only decides which of them is better to play (depepending the level too). Someone said he had 5 Dmg+18 cards...that's impossible. It is possible that he has a +18 card and when the deck is shufled he receives another +18 card as when it shufles the deck includes even the cards of the table (I'll have to change that I know).

4.-The deck is shufled randomly so you have the same chances as your opponent to get a good card.

Finally I have to say that I think I don't deserve such a good rating...there are lots of fantastic developers out there...thanks to everyone! The game is not concluded at all and I have lots of things to improve, this is only the beggining, but I enjoyed so much playing my own game (specially on my palm) that I wanted more people to know about it and I wanted to know what people thought about it.

BY THE WAY...this is for the people who have found the secret button on the "i" at Raistlin's shop...well done! ;D ...in future versions you will be able to find a little key on the floor...I'll keep you informed...SEE YOU!

Rate this review:
Helpful!
Useless.
Flag as abusive.
People find this review helpful!

Score: 8
Fairy Sorrow

"I love reflections..."

submission: Fairy Sorrow
date: June 15, 2004

I was awed by some of the visual effects that you've achieved in this short movie. The reflections of the water in the opening scene, the reflection in the buildings in the top down street scene, and the distortions of the water droplet over the city background are all very nicely done. I think that I've learned quite a few good lessons on new flash techniques to use by watching this video alone.

Author's Response:

I love your animating. I used some tricks from your "Spirit of the Sword" game

Rate this review:
Helpful!
Useless.
Flag as abusive.
People find this review helpful!

Score: 9
Freak : Prelude (Ep. 1)

"Now that you have the publicity you needed..."

date: September 3, 2003

Replace that annoying voice for the main character! It really stands in my way of enjoyment when a highly educated FBI agent would sound like a mentally challenged patient with speech impairment problems. It really hurts the mood and pacing of the story since his narration was basically half of the story (the other half being the 3D rendered graphics, which nobody can really complain about).

As far as animation is concerned, it's mostly fluid, but some of the cutting can seem awkward (the tentacle-tongue man somehow stood around for a second before grabbing the main character) and classic anticipation techniques are lacking (the main character knocked off a gun and punch a guy out while standing perfectly still; even if he's perfectly trained in martial arts, that was hardly convincing)... but we ARE talking about 3D animations here. The effort alone are worth the props, but the critiques are there in case you're ready to move on to the next step.

You can probably lose the character portrait on the subtitles to give the movie a more cinametic feel.

Kudos!

Author's Response:

Hi there
We'll work on the voices for next episodes (and probably redo the voices for that one) but I don't think we'll completly change it cause we're proud to make it ourselves. Also, you're talking about how the balance of the character isn'T disturb while he's punching the black-suit guy ? hehe come on give us a break it's just a freaking flash movie :D
Thanks for your constructive comments we're glad that people take the time to write decent comments...not just "That was good" or "man this sucked" hehe
Thanks

Rate this review:
Helpful!
Useless.
Flag as abusive.
People find this review helpful!

Score: 10
Hyrule High

"By personal request."

submission: Hyrule High
date: June 24, 2003

Scores given because of an anonymous request.

Author's Response:

The creator of Ronin, giving my movie a 10?? I'm flattered!! ;)

Rate this review:
Helpful!
Useless.
Flag as abusive.
People find this review helpful!

Score: 6
Pico's Cousin

"Getting there..."

submission: Pico's Cousin
date: May 13, 2003

Hey, it's a good start. True homage to Pico's School. Take your time on your next project, refine some elements, and you'll get yourself a smashing hit next time.

I agree with some comments about the guns, the candy, and the IR security - I admit, the IR security is a smart quirk, but casual flash viewers usually don't know about the right-click/zoom in option. Perhaps if one of your post-its has some hints about right clicking... it should help.

Giving the player more freedoms to move around helps too. I like to see places that are not part of the story- shooting things randomly is a nice touch; if the candy store is not an essential part of the story, it would have been a fun addition. Or, if you shoot out the lights in a room and later your enemy has a disadvantage because you blew out the lights earlier (or similar things), it would have been great.

My greatest gripes would have to be sound effects- a lot of essential sounds are missing from the game, it shows especially around the credits, when it's just absolute silence. Hint: download tons of game demos. Especially ones from cheap ass companies that you've never heard of.

Still, kudos, man. This game really captured the pico spirit.

Author's Response:

Holy shit! That was very constructive! I'll definitley use some of those tips.
And i'm glad you think i captured the spirit... but did i reeally deserve the 6?

Rate this review:
Helpful!
Useless.
Flag as abusive.
People find this review helpful!

Score: 7
Stardust

"......"

submission: Stardust
date: May 5, 2003

So much good materials, and not enough content to show it.

Tracing drawings like those are pretty tire-some and labor intensive; I can well imagine most of the production time going into that part of the game. Sadly, the eye candy warps from one to the other in a matter of seconds, leaving some well paid effort unnoticed.

Of course, a more sensible story would be nice. But you alredy know that, right?

The music are rather chaotic... they cut in from mid-song and cut out in mid-song. If you're going to start the sound track midway through, try employing some fade-in techniques.

The clean layout, the short combat sequence, and the overall presentation of the game all shows that you have a lot of potential to create something really great. Now that you've had a first taste of success, just sit back, and take your time on your next project.

I am more than willing to collaborate if you need some programming help, by the way.

Author's Response:

hey thanks alot for your suggestions!
i played your ronin game and its just incredible! i really hope you´re making a sequel of ronin or a different game as ingenious as ronin.. who knows.
if i´m in need of programming-help i´ll let you know! thanks dude!

Rate this review:
Helpful!
Useless.
Flag as abusive.
People find this review helpful!

Score: 8
Spindle: Character Beta

"Getting there..."

date: April 25, 2003

The basic engine seems to be doing well. Most of my recommendations will come in the form of game tweeks.

In the traditional fighting game the player usually has a better vertical reach while the computer enemies has a better horizontal reach (see: Angry Domo-Kun Smash Fest FAQ). I don't feel that this is present in the game; but of course it'll be up to you to decide if you want to stick with the classics or try something innovative.

It's most probably because you're placing dark characters in a deep blue background, but the animation cels are hard to tell apart - and some people may get frustrated to memorize combos involving 6-7 keys. I would recommend breaking it down to a combination of two smaller sets (i.e. there'd be two sets, AAA and SAS, then you'd have combinations of AAAAAA, SASAAA, SASSAS, etc.) It's easier to remember combinations that way.

It's a bad idea to have AIs all gang up on the player, although that's what happens in real life. Have some idle states for the AI so some would stand around for a bit before attacking, and some would walk away then run back and tackle, etc. You can also consider having some enemies intentionally moving around the player toward his back too, for more variety and challenge.

Try punching random objects in the house, record them and amplify the sound. You'll be surprised at the interesting sound effects that you'd get.

I'm a little worried about the frame rate though - your characters might be a little too detailed, especially the enemy characters. When it starts to lag with 4 characters and no background, you should start worrying about the frame rate...

Best of luck. It's looking good.

Author's Response:

That's some great feedback, tho I'm kinda stuck between a rock and a hard place when it comes to AI and framerate. The more complex I made the AI, the fewer characters I could fit on screen before it started lagging, even after some pretty clever workarounds to offset different characters' scripts to keep them from running concurrently. Flash is very sluggish with processing game-style code. So, I just made the enemies tougher and more aggressive, with the idea of only having 2 or 3 on screen at once.

Good idea with the sound FX, i've been punching alot of things around the house since i've started making this, now i guess i should just put a mic on it.

Rate this review:
Helpful!
Useless.
Flag as abusive.
People find this review helpful!

Score: 10
Hentai ~ SimGirls (beta)

"Can it get any better?"

date: April 20, 2002

With 129 reviews ahead of mine, I'm sure that all the good words are taken, so let me just say that I'm a big fan of Masakazu Katsura... are you going to make a Special Edition with Iori (from I"S) instead of Tomoko?

As for the suggestion for the final version: you can make an R rated version for NG and a NC-17 version for newdgrounds.com . I'm sure that this kind of materials is just what they need to boost the site. I'm not sure if that's legal, though...

Author's Response:

at first I think of using Iori too but I think she is too innocent to PLay with...not many fun thing that I could do with her... but if someone can help me with the graphics I would love to do that. ( I am a bit tired of drawing in flash...)

Rate this review:
Helpful!
Useless.
Flag as abusive.
People aren't in agreement over whether this is helpful or not.

Score: 9
Flash Flash Revolution

"Better than my own game."

date: June 13, 2001

This is an example of what I wanted to do in my original game, but never got the time (or effort) to actually go about doing it. Great job... this is way better than my original!

Author's Response:

Thanks. I think I figured out the problem with the quality. I'll just hope they could follow the instructions.

Rate this review:
Helpful!
Useless.
Flag as abusive.
No users have weighed in on this review.