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Joelasticot

Age/Gender: 20, Male
Location: Québec, Canada
Job: Asticot

I enjoy enjoying enjoyable things.

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Sign-Up Date:
2/14/03

Level: 38
Aura: Evil

Rank: Lieutenant
Blams: 8,176
Saves: 5,309
Rank #: 365

Whistle Status: Silver

Exp. Points: 15,435 / 16,030
Exp. Rank #: 453
Voting Pow.: 7.90 votes

BBS Posts: 871 (0.35 per day)
Flash Reviews: 99
Music Reviews: 13
Trophies: 5
Stickers: 0

All Flash Reviews

99 Reviews | 24 w/ Responses

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Score: 10
OBO

"make a suite"

submission: OBO
date: December 5, 2009

make s suite right now

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Score: 0
Defend LL.com!

"gay game"

submission: Defend LL.com!
date: November 9, 2009

gay game

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Score: 2
Mario Combat Deluxe

"No improvement over the first"

date: June 14, 2009

I remember reviewing the first a while ago (and not liking it very much), and I'm sorry to tell you this but I must admit I disliked this one even more.

The graphics were a very nice change from the usual sprites we see in every Mario-themed movie or game so I'm giving you points for that. However, there were major flaws with the game.

The level design was half-assed. When I had to jump down to progress I had no idea whether or not I would land on a platform, because of the fast movement of the character and the relatively low camera.

The enemy AI (or should I say lack of) was pretty terrible. Enemies would simply walk in my direction, not attempting in any way to avoid walls or falling down holes. This made "beating" the game very easy (until the boss). Some of the enemies would still hit me after I killed them, while they were flying down the screen. By the way, if you make enemies fall down the first pit of the first level, you can still see them down there, standing on the pikes.

I liked the variety of the attacks (the smashes) but I must admit I hadn't noticed you could actually do these until I was almost done writing this review. Perhaps a "Proceed" button on the instructions screen would be more appropriate than a 5-second overview?

Finally, the controls... Why over-complicate things? The up key doesn't do anything, why set jump to A? Also, it would be nice if you had SOME control over the double jumping, instead of every jump being a double-jump. It was also very annoying that the enemies' attacks would reset my smashes.

Overall an extremely poor game. There is however a display of programming and artistic talent. I think that the only thing lacking was the effort.

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Score: 9
Darnell's Recount

"Finally beat it"

submission: Darnell's Recount
date: May 14, 2009

And damn was the last boss intense

The game was really nice. I'm not a fan of beat 'em ups but for some reason I was compelled to keep going. The hidden levels had a really awesome psychedelic feel to them, and they were much appreciated when I was running low on health. That's one thing that annoyed me : the enemies didn't drop much health packs (except for the 2 bonus levels, of course :D)

The art was great and I liked the diversity in the BGs, and the "fucked-up school" feel. The programming was clean, I didn't encounter any bugs in my 3 or 4 plays (although air movement felt a bit out of control, but no big deal). By the way, the fact that you could navigate the menus using either the arrow keys or the mouse was a GREAT idea.

I noticed that you put in a lot of different combos but I must admit I pretty much beat the game by mashing A and S and jumping while holding A

So, to sum it up; a great game, with enough diversity (especially if you look out for the hidden stuff) to keep you interested. Keep it up

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Score: 7
Blobie

"Fun"

submission: Blobie
date: March 12, 2009

That's an original take on a classic gamestyle - avoid and collect. The graphics were prefcet for the game, and the interface was sleek. I like the contrast between the destructured, rugged font and the elegant writing.

It was great how things were attracted to the sun as it got bigger, but it did make the game very hard when half the screen was filled with those ice cubes!

My only suggestion for this game would be to rehaul the instructions screens a bit (especially that "play" text near the final "next" button!")

Also, I found a small glitch; when you pause the game, the sun keeps shrinking!

Overall a pretty sweet game, I'd like to see what new features you could add in the sequel, if you intend on making one. Good luck!

March 13, 2009

Author's Response:

Thanks, Joelasticot (joe?)

I agree that it does get pretty tricky trying to maneuver around all the ice without shrinking down to nothingness in the process. This was just a quick game I made while trying to figure out good ways of taking the "Flash approach" to game design. My first finished AS3 game, so I had to find an easy way of making the game get more and more difficult as it droned on.

Since then, I've been working on my next title, which I just may PM to you for you to check out when I'm done. In this new project I've overhauled about 75% of the original Blobie code, and transformed it into a Game Template to speed up the development time. I've fixed pausing, as well as so many other little things that it would fill up the rest of the page here haha!

Glad you liked this game, and when there is a sequel, I'll be sure to impress!

-Chris Arendt, LalaLand Games

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Score: 9
[Visible]

"Great game"

submission: [Visible]
date: March 12, 2009

I don't review often so oughta make this good

I really like this game because, unlike a lot of flash games out there, it brings a totally new concept, and it was pretty well executed. The game really makes you think before you move. The art was simple but overall efficient. Oh and THANK YOU for checkpoints :p

As much as I like the concept, I think the game could use a lot more polish. There are a few things that bugged me, that you could take in consideration if you rework this (or in a future project) :

- Sometimes, the invisibility bar would overlap some of the obstacles on the ceiling (motion detectors)
- I think the air control is too sharp; you shouldn't be able to move as swiftly while jumping as when you're on the ground (imo)
- WASD support would have been nice, for people who like to keep a hand on the mouse as they play
- Smileys in instructions make the game look a bit... un-professional

These are just tips, take them as you wish!
All in all it's a great game, that I'll most definitely play again (once I forget how the levels go), challenging, creative, fun. I hope to see more games from you in the future. Three thumbs up!

March 13, 2009

Author's Response:

Funny you should mention the invisibility bar... I was trying to think of a better way to dispay it on the screen without it being to intrusive to gameplay. I'll probably have it fade away in the next game, and re-appear when you use it.

controls are going to be fine-tuned for the next game. I've only been making games for seven months, so I'm still a newb at this.

I regret the smiley. Period.

Thanks for the tips, I look at everyones reviews to make the next game better.

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Score: 10
OMG.swf collab

"Wow, holy shit"

submission: OMG.swf collab
date: February 22, 2009

Ok I'm going to try to type as best as i can because i'm kinda in état d'hévbrotÉté!

this is thre best clollab ever! surprising everytine we warch it, this does not fail to deliver! make mroe!

- hermite

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Score: 1
Portal Madness!

"Fucking shit."

submission: Portal Madness!
date: January 4, 2009

Ok, I will admit this wasn't entirely bad, but let's look at it closely.

The backgrounds are from Portal: The Flash Version
The characters are from Madness sprite sheets
The gun and scenery are imported pictures on which you did "Trace Bitmap"

So what exactly does "Art: Digital K" imply? You drew the portals? Big fucking deal, a bunch of wiggly lines with a gradient.

I'll give you credit for animating it yourself (hopefully you did animate it yourself) because the character animation was pretty smooth, but I fail to see what everyone thinks is so creative about a Madness flash using Portal elements. Most of the uses the character made of the gun (all except for firing it on a human target) were things you actually have to do in the game, so you don't get much creativity points from me.

Also, why did he only have to fire one portal to get out of the initial room?

January 4, 2009

Author's Response:

if youv plade the portal game, which i have (only the first few rooms). The game starts of that you are in a room bening introduset to glaDOS, when its time to test, a blue portal is made, and the red one is already in the next area. thats why i made it like that, to show i had infact played the game!

get a life, hippy!

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Score: 3
Mario-Combat

"Severely lacking"

submission: Mario-Combat
date: December 1, 2008

There was no variation between levels at all. I had no motivation to kill the enemies so I just skipped most of them. Some randomly jumped into gaps or down platforms where they couldn't reach me. The controls felt very sloppy; the exagerated movement during the strikes often left me where I didn't want to be.

Most of the time you had to jump down to progress, you couldn't see the terrain below, and that even with the (very annoying) constantly-zooming cam. It's really annoying to jump down a platform, thinking you're on the right path, only to fall down a hole and die.

As for Bowser, it looked a lot like you rushed that part. The purple lightning effect when bowser stomped was just atrocious, and the way you made it so Bowser wouldn't fall down was just lazy. I also got stuck during the fight between the short wall and Bowser, and wasn't able to do anything at all but take every one of his fireball in the face.

So overall, not a good game, not extremely bad, as it has potential, but it lacks polish. I recommend you spend more time on the HUD next time.

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Score: 0
Flash Tutorial - Novice

"Wow, what a great tutorial"

date: October 19, 2008

Hey, next time, you might as well directly link to the AS: Main topics where you took the code from, since the code is already explained in these, and people actually know what the fuck they're talking about!

And now for some CONSTRUCTIVE CRITICISM so that you fuckers might let this review live :

- The music didn't loop, if you're going to use complete songs, at least make a selection, otherwise use a constant loop (which can be turned off)

- Write the code yourself instead of taking it from AS: Main (check the forum topic named "AS: MAIN" before you delete my review you dumb fucks)

- Give proper instructions, and if you don't know what the code means, don't try to explain; "hour = myDate.getHours() - gets hours from your PC clock - getMinutes() - gets minutes from your PC clock - getSeconds() - get sec-" Yes we get it

- Also in the clock tutorial, you need to add a "0" if the minutes or seconds is only 1 digit, otherwise it looks like shit (10:5:3 isn't a real clock)

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