This Flash actually features more animation than the show does. Very well done. The lip synching in particular is excellent.
OMG THIS IS TEH ROXXOR11!!1!1!1
What could make me babble like a 13 year old Sony fanboy? Nothing other than a new episode of Strategy Guide, probably one of my favorite series here on NG. Take old-school gaming goodness, mix in great visuals, add a dash of humor, and you have a sickly entertaining piece of gaming nostalgia. There's honestly nothing bad that I can say about this movie. Bravo, well done, kudos, and all that good stuff.
Thanks for the kind words! Back when I started the series, I wasn't sure if people would identify with my love for old games. Apparently there was never anything to worry about. I'll keep making them as long as people keep liking them. :)
Honestly, that was a very bad movie, and I'm not the type to be so hyper-critical. For one, if you're going to do a sprite movie, then you should really come with something great, since so many have already been done, and some have been really excellent. Also, did you intend for the viewer to be able to see off of the stage, because you can see Sonic in his spinning form just hanging out at the left side of the screen after he jumps back to try to save Mario. And you need to compress that music. No way in hell should that movie have been nearly 2 MB. But anyways, I really have nothing positive to say about this movie. I just hope that you did it quickly, cause I would feel bad had you spent weeks crafting this thing.
Really a Flash masterpiece.
You should be really proud of this game, because it has a level of depth and interactivity that rivals some "real" console RPGs. The visuals are consistantly high quality, the controls are responsive, and the gameplay is really well executed. I played through the game in one sitting, which was probably around 3 hours, and I was entertained more often than not. There are a few things that I think could make the game even better though:
-As it is, magic users have a major advantage over straight fighters, since they're self-sufficient and can refill both their health and mana, eventually in large quantities. So, I suggest having two different forms of mana: physical and mental. PHS mana powers physical attacks like Stab and gets restored a bit with every regular attack delivered, and MNT powers stuff like Fireballs and can be boosted with mana charge. There could be a skill that, when upgraded, increases the amount of PHS regained with each strike. Also, give warriors a natural healing ability that regenerates their HP a bit every turn. This could again be increased with skill points. As a result, even if warrior characters couldn't deal as much damage per attack as mages, they'd have the advantage of rarely having to take turns off to Heal or Mana Charge, so they could always be on the offensive.
So, fighters become low damage but more hits, mages high damage but fewer hits. Offensive vs. Defensive, but more importantly, better balanced.
- Put the game on the road. You could take the same basic format of gameplay as in this game, but if you set it up as having numerous town with enemy-filled paths leading between them, the experience would seem more epic. Have four or five different towns, and the paths leading between them each have monsters of different strength levels, so heading from town A to town B is easier than facing the baddies on the route between B and town C. You could also set up random battles, so players can scavenge on weaker routes to gain money and experience, even if they're completed the "official" tournament battles of an area. It would be a nice substitute for the training room.
But really, even with no changes this game is top notch. Bravo.
Could be an decent game.
I'm really sort of surprised that this game has such a low score. It's basically just a demo, and compared to most of the shooting games that are here on Newgrounds, this one is a class act. The graphics are solid and the control works fine.
Now, if you wanted to make a full blown, quality game, there are a few things that I think you need to work on. Like has been said, you need to make reloading take a period of time. As it is, there's no real point to having a limited clip of ammo if reloading is instantaneous. Also, include a variety of enemies, both in terms of appearance and attack paterns. You also might want to consider creating a visual sign that a thug has shot you beyond just a blast sound. And, create a storyline. Give the player some reason to be compelled to get to the next level. As a stand-alone game, this Flash doesn't cut it, but as a demo of bigger, better things to come, it's pretty good.
Wow. This is, how you say, pwnage!
This is undoubtedly one of the best games that I've played on here. It's simple in it's execution but isn't the least bit dumb in terms of it's gameplay. It takes skill but isn't brutally difficult, and there's a sense of satisfaction that you get from even just getting par on a course that few more complicated Flash games are able to deliver. The graphics are simple and great, and the sound effects are fine as well. If you made a bigger version of this game, with something like 100 levels, I would honestly be willing to pay for a version of it. It's that good, and I think that you're onto something great with this game.
Really, thanks for the compliments, it's really making me want to add more levels to the game... :)
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