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WarpZone

84 Game Reviews w/ Response

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//Initialize Expectations
game.quality = vampire_survivors.quality;
game.graphics.style = graphics.BLENDER_LOWBIT
game.graphics.quality = MID_QUALITY
if(music.volume > 0){
music.quality = MEDIUM_HIGH_QUALITY
} else {
musician = "VA-11 HALL-A - Second Round [Full Album]"
music.quality = HIGH_QUALITY
}

print("Hey, everyone. Warpzone here! And welcome to my review of Picayune Dreams on Newgrounds!");
print("The first and most important thing you need to know about this game is that you should NEVER play it on Newgrounds.");
print("The free demo on Steam, availible from the link in the description, adds several key features.");
print("Such as the ability to see the whole screen at the same time,");
print("and the ability to hear the music over the sound of your computer's fans.");
print("If only the developer had given us some indication...);
print("Oh.");
print("Well, I guess that's what I get for skipping past the title screen.");

//Try out the different weapons
switch (weapon)
{
case: halo

DoConfuseWithAngelWings();
game.quality -=1;

case: angel_wings
while (enemy_distance > close_enough_to_kill_you )
enemy_distance -=1;
} else {
DieBecauseYourWeaponWontFire();
game.quality -=5;
}

case: chainbelt
if (chainbelt_damage < garlic_damage)
{
game.quality -= ( garlic_damage - chainbelt_damage);
}

case: radio_transmitter
return;

default:
if(stage > 2){
game.enemySpeed.randomize();
}
}

//Thanks to milkypossum for helping me with my switch statements. I've always struggled with pseudocode, mostly because I can never find the documentation for it online.

if (fullscreen == true){
if(played_on_newgrounds) {fullscreen = false;}
}

print("Hey, everyone. Max0r here! And welcome back to my Hacknet letsplay.");
print("The second thing you need to know about this game is how to plug in your controller.");
print("No, seriously. Playing with a controller unlocks several key features not availible without one.);
print("Features such as discovering that the game only seems hard because you've been suffering from a disability all this time.);
print("Press the right thumbstick to diagnose yourself.");
print("Then bask in the thrill of playing video games at an average level of skill for the first time in your life.");
print("It's not cheating. It's called using the accessibility options.);
print("Of course, like anyone overcoming a disability, you will need to adjust your quality-of-life espectations.);
print("To zero. Because this game doesn't DO quality-of-life.");

if (fullscreen == false && playerYmovement != 0){
CollideWithEnemyYouDidntEvenSee();
game.quality -= 100;
DownloadSteamDemo();
}

print("There wre two main categories of equippable upgrades: weapons that put more projectiles on the screen, and memes.");
print("You WILL die. A lot. And it won't always feel like it's your fault.");
print("This is intentional. Dying a lot is just central to the intended game experience.");
print("I suppose that's what happens when you balance your difficulty curve using an aimbot.");
print("Unfortunately, I found that even with my gamer skills artifically inflated to the level of a baseline human, I still struggled to complete basic game tasks.");
print("Tasks such as "Enter level 3" or "Collect all of the numbers.");

//Make obvious comparisons
game_quality += (game.characters.count - vampire_survivors.characters.count);

if (game.Contains(FiveNightsAtFreddysLore) ){
game.quality += 50;
action.Stop();

if(action.IsStopped){
game_quality -= 51;
}
}

print("The game features colorful interactions with many fascinating characters.");
print("Such as a cartoon rabbit that tells knock-knock jokes,");
print("and a second character.");
print("All of this to gradually reveal an in-depth narrative about sisyphean legalized slavery and state-funded drug abuse.")
print("So, basically a typical dayjob if you were born after 1980.");
print("The struggle is real.");
print("Trust me, it's non-addictive.);

//Complain that the game's too hard
if(first_boss_attack_phase == 3){
DieUnlessYouUseTheBlackHoleTheGameNeverTellsYouHowToUse();
game.quality -= 1000;
}

//Complain about crashes/bugs
if (stage == orchid_sleep){
BlackScreenOfDeath();
game.quality -= 10000;
}

print("I would not call this game 'fun.' I personally struggle to understand why I've played it so much.");
print("But that's probably because I personally struggle to understand how anything works in this game.");
print("Mentally choosing to believe that you have a plan somehow causes you to die.");
print("Frankly, I don't understand how they implemented this feature. But I'm glad that indie devs got to it before Big Tech.");

//Rate game w/overall score
if (game.quality < vampire_survivors.quality){
game.quit();
}

if(still_reading_this_review = true){
// I'm a little surprised nobody called me on this boolean assignment typo. I decided to keep the bug in, since it literally forces people to read this far in the review. You might call that nonsense, but it worked on you.
psuedo-code_conceit.worth_it = false;
DoBlameNewgroundsForBreakingWhitespace();
}

print("In conclusion, if you must play this, play it using the Steam demo.");
print("And try to remind yourself to come back up for air occasionally.");
print("Otherwise, like the game's protagonist, you might find yourself unable to stop playing.");
print("Freebasing health upgrades and Black Hole drills, until you literally min-max yourself to death.");
print("It's not a bug. It's a statement on the healthcare industry.");

if(devs_respond_in_kind == true){
game.quality++;
begrudgedly = true;
}

print("Now if you'll excuse me, I need to go play Holocure, so I can complain that the Yagoo spam at the end is too easy.");

if(addicted_to_steam_demo_anyway){
game.quality = int(float(MAX_INT) * 0.8);
}

Stepford responds:

if(warpzone.showered = true){
girlfriend_get();
}

Andyl4nd responds:

if(warpzone.stinky = true){
instance_create(x,y,obj_stinklines);
}

milkypossum responds:

You didn’t format your switch statements correctly :-(

Okay, I'm just going to say it. The game is too hard. I managed to progress, but it's too hard. Let me explain:

You shouldn't need to buy an upgrade to be able to one-shot the weakest popcorn in the game. I kept dying over and over again on the third room. Because I kept entering the third room with zero extra health. Because I kept taking two hits in the second room. Because the second room throws 9 popcorn and 2 area-denial mines, all at you at the same time, when it's literally only your second room!

Then I figured out that the embarrassing pile of un-collectable money that was accumulating in the third room was actually something I could recreate in the first room. Then I figured out instead of letting it pile up on the floor, I could just clear the first room, hold R, repeat until you reach the arbitrary "Pay $50 to not suck" threshold.

And my question is, why? Why make me jump through all those hoops in order to unlock the controls the game was actually balanced around? Why make grinding this unpleasant and awkward and forced if you're also going to REQUIRE grinding just to get past the third room?

There's some other minor things you could tweak, like replacing the mouse cursor with a targeting reticle so you can then disable OS-level mouse-smoothing and use raw mouse inputs instead, or making sure that when you switch from keyboard and mouse to controller and back again, it actually uses the aiming method of the new controller, not the old one. But those are just polish.

My main problem with the game right now is the same problem plaguing a lot of FPS games with RPG elements shoehorned into them in the mid-2000s: it means you don't start off playing a good game. You start off playing a shit game that turns good if you pump enough upgrade points into it. That's stupid.

Balance the starting areas for the starting weapon. I don't think that's too much to ask.

AKTStudios responds:

WarpZone there are definitely improvements we can make and we are working to tweak the balance in the full version to make progression feel more fair. In a game jam setting you don't always have time to play test and balance a game to where it feels right to everyone. Some people are going to find it easy, some are going to find it hard. Finding the right balance between those two is our goal. Thank you for the feedback!

Lag killed this game. The tutorial freezes when you have just 20 ships! You click on a button and literally nothing happens for two seconds, real time. How is a flash game this slow in 2020? Are you using movieclips? You should be drawing all the ships as textures directly to a single "screen buffer" bitmap. Are you creating and destroying objects per-ship every frame? You should be using Object Pools! I've been out of the AS3 game for a while now, so the words I've used here might not be the most cutting-edge Flash optimization techniques, but I know pointless lag when I see it. There's no excuse for a game with this few moving parts running this slowly. But they're phasing out Flash at the browser level anyway, so do yourself a favor and learn Unity. Programming with JS in Unity is surprisingly similar to AS3, so the only thing you'd need to learn would be the editor.

DJStatika responds:

I made this game 11 years ago....

Cool concept, poor execution. This is the kind of game the developer thinks is finely balanced because they find it challenging, but they don't realize they're just unrealistically good at playing it after playtesting it for a month straight.

If you could make the smallest possible hop a LOT shorter, while keeping the overall arc of the jump the same, it would be a lot better. Just use a different calculation the first couple frames the button is held down. If Super Mario Bros could do it in 1983, you can do it in 2020.

gamehoundgames responds:

Thanks for trying my game.

The hop length is as short as it is by design and is not a "technical limitation".

> ...because they find it challenging, but they don't realize they're just unrealistically good...

Thank You! I appreciate the compliment that my game gave the impression of multiple developers. Bunny Hop was created by one person (myself).

Every Wall. I'm glad it's free
because it just was not for me

It has gameplay, as you'll see later
it's no Walking Simulator

The story's kinda hit or miss
Not sure if aesop, or plot twist

When it cried out with despair,
I expected "walk on air!"

But instead of something bold,
it's just about getting old

Dry and somber with no humor
"My game is art!" "OK, Boomer."

But if you found these couplets vexing,
please pardon my crass Gen-X-ing

But I will say one kind thing
Meter's catchy; nice rhyming

If that's not good enough, sorry
It's no Blind Forest & Ori.

StuffedWombat responds:

I want to thank you, thank you kindly
because your careful words remind me:

making games is pretty hard
and every fucking game is art

if you compare game with game
I will gladly do the same

But not with games, or paintings layers,
No, I will compare the players

You are poetic and not wrong
But i prefer the feedback of Kadronk

They wrote their feedback hours sooner
and they did not call me boomer

They also did not make a rhyme
about whats free and worth your time

you still possess a saving trait
because you spent effort, to create

A text adventure with a nice, clean presentation. Unfortunately, the writing didn't quite grip me. It starts off super generic, then after a while, I started just reading the choices, since they summed up the preceding description of what had happened pretty succinctly. Then I suddenly hit a 4-way branch and realized I had lost the plot by skipping everything. I wish I could tell you what was missing. Maybe I'm just not the right audience for a good old fashioned swords & sorcery CYOA? Or maybe I got the impression early on that none of my choices mattered, since they felt like the kind of decisions that might change, at most, one NPC line of dialogue before immediately rejoining the main path.

CaptainJackTHAC0 responds:

thanks for giving it a shot :)

An absolutely brilliant mashup between belt-scroll game and twinstick shooter! Choose your Duane, and Duane it up through several office buildings! (Protip: Ivy wins Best Duane!)

Jack responds:

My personal favorite is Wendy but we can agree to disagree

Slick presentation for how low-fi everything is, especially the opening. Unfortunately I ran into a problem at the end of the first level as I could no longer tell the difference between winning and losing.

It would always LOOK like I was killing the last enemy while holding space, but no matter how many times I did that, it would always make a noise and say "too slow" and zoom the camera out without me being sure if the enemy actually shot anything at me or not. There's a point where the whole "Hotline Miami" thing gets too intense and expressive and wraps back around to boring again, and that point lies where, between the minimalism, the camera shake, and the abstract nature of the objects in the game world, the player can no longer tell what's going on.

Literally style over substance. Which hurts me to say, because I can *feel* how solid the controls are. Maybe I'm just getting old and there's some kinda really cool killing blow animation the enemy is doing with an obvious way to respond that I'm just not registering.

Judging by the other reviews, apparently most people found the game playable. So I'm probably wrong, here. But I can only review the gameplay experience I had. It keeps doing the same thing over and over again after I shoot the second enemy in the first level, and I have no idea what that thing is.

Sorry, StuffedWombat.

StuffedWombat responds:

hey thanks for those precise thoughts!

the thing with "space to be faster" is a communication mistake on my part!
pressing space actually only restarts the level and has no impact on gameplay whatsoever!

to end a level you need to go to the place where you spawned after killing all enemies.

I will try to rework that text and am sorry that it caused confusion!

cheers and thanks again for taking the time to write this,
josh

Wow. A nice, simple, oldschool Newgrounds "escape the room" game. Neat!

The art's a little rough in places (or rather, a little too vector-smooth, if you get what I mean.) The music is quirky loops that aren't too impressive technically, but each track has just enough personality to set the mood. The puzzles are Adventure Game Moon Logic at its finest, but I really do feel smart for figuring out Eggs, and some of the animations were cool in an understated, minimalist way (but with some surprising TLC put into the camera work.)

Overall, it's a humble homage to a lot of the classic experimental Flash games on this site. I don't just mean stuff like the Stealing the Diamond or Meet 'N Fuck series. Older. I'm talking the original Pico game. Back when all anyone knew how to make with Flash was these weird little cartoons where any movieclip could be a button. That's what this feels like.

And it's kind of awesome to see the tradition still alive in 2019.

Afferz responds:

Thank you! Glad this reminded you of the good ol' days of NG <3

A perfectly servicable megaman clone with a delightful main character!

The gameplay is pretty solid. At first, I thought they had implemented coyote time (google it), which is something a lot of platformers are missing these days. But then I tested it a few times and I couldn't tell for sure. Maybe it does, maybe it doesn't. If it doesn't, it doesn't matter, because thanks to the absurd width of the character's legs, I always jumped well before I needed to.

If I could change one thing about this game it would be to get rid of the opening. You press the button, you're at the first dot on the island. Period. No unearned Chrono Trigger homage. No old man expositing unskippable backstory.

Just press Z to start (which was a good move) and keep pressing Z until the end of the game! MAYBE put some arrows and the letter Z in the background the first time you need to jump, and an X in the background the first time you need to shoot black lemons. That's ALL the tutorial this game needs! And all the story it needs is "Are you a bad enough octocat to rescue some old fart's stolen jewels or whatever? I wasn't paying attention."

I can give you four good reasons to play this game, and they are all four pairs of legs jumping at the same time. That sounded funnier in my head. Just PLAY IT.

Who am I kidding? You've probably already played it, because you've seen the main character.

PKTORA responds:

There's no coyote time, but it wouldn't hurt to include it. I agree with the idea of simplifying the intro.

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