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70 Game Reviews

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well done!

Enjoyable. Once I got to the main game, though, I missed the humor of the tutorial.

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During the first bit of the game, I was confused to realize that the computer had unlimited speed and perfect reflexes. Luckily, ammo counters this perfectly, allowing you to basically have more than one paddle on the screen. My only problem is that it's annoying to see my mouse all the time, and my attemtps to move it out of the way usually ended up with it above or below the screen, at which point I lose control of the paddle. The mouse really should be made invisible.

All in all, a quite fun game!

Great puzzle!

The graphics are a little run-of-the-mill, but the puzzles are excellent. I was about to compliment you on designing some great levels, when I realized that you have the puzzles randomly generated... which is astounding, and even more impressive. I played through to level 26, and got each of the acheivements for custom levels. The 'Huge" achievement was very tough!

Okay, so...

Clever idea (I've got a window open with the game running still), but the name doesn't really seem appropriate? I'm giving you a 10/10 for ingenuity but a 4/10 for effort.

K-Guare responds:

Eh, don't really care about the name. It just sounds cool. :]
Glad you like the game for what it was, though.
Thanks for the review!

9/10 -- 5/5

Great fun! I can't stop playing! When the unlimited version gets up to 15 turns between hatches, things get really tough... All of the special powers are essential and useful, except for perhaps the laser vision... I can never find a use for that.

Does what it set out to do.

Fun (if simple) game, cool effects. The game didn't fit on my screen without taking off all the toolbars on my browser (I only use the address bar and tabs).

an experience

There should be more games based on greek mythology.

The ending reallly took me by surprise... this game had a great atmosphere and was a truly enjoyable experience.

Great!

Original, very fun, and addicting! I'm definitely looking forward to more stuff from Megadev!

Interesting, original puzzle!

It's nice to see a puzzle game that's not exactly like oodles of others. I enjoyed it, but got over my difficulty/patience level by level 24. Will come back sometime and try again, though!

First, the bad news:

I know you made the collisions "unforgiving" on purpose... but I think it's a bad idea. A large part of what would make this game fun is the possibility of "close calls"-- seeng a couple objects coming at you, no room to run away, so you have to slip between them with careful timing. But instead, with this "single pixel" rule, the only way to survive is to stay miles away from any objects altogether. If you wanted to make it harder, you should have just added more objects. Frankly, even if you made a decision to do things this way, I think part of your motivation had to be laziness.
I made it to level seven, but there's no way I have the patience to play a whole level with those spinning things; at least with the game mechanics the way they are.

Okay, now that the complaints are out of the way: this was a pretty fun game. At first I laughed because such a big deal was being made out of such a simple game; one of hundreds of easy-to-code avoid games. But even though the gameplay was rudimentary, the humor and style of the game kept me going. Little touches like the moonwalk made this all worth the while... to a point. In any case, you definitely deserve a supportive rating.

Holmfry responds:

Thanks! :) I'm glad you enjoyed it, thanks for the high rating! I love getting feedback that is both positive and will help me with future projects.

I think your comments are fair and honest and I very much appreciate that. However, I do feel that I need to address the presumption of laziness. There was definitely none of that with this project! ;) This being my first flash game of this type, my artist friend and I worked very hard figuring it all out. The only motivation for me making it this way was simply that it was how I wanted to design it. This project was a revival of a very old game I made in Visual Basic over 10 years ago and I was trying to imitate how it worked.

I see what you're saying about the close calls, the truth is I have pulled this feat off many times - and knowing the collisions are so brutal, it's that much more satisfying. (it's tricky because he turns back and forth, you gotta watch where his hands are going to be) It's even possible to run under the spinning laser swords like a turnstile if you time it just right. That said, it seems that I'm in the minority being able to pull this off, which is why I've said a few times in my review comments that I will be changing the collisions for the next game.

After submitting on Newgrounds, I took many user suggestions for additions and changes, and put them into the game. For the collisions, I would have had to go back and recode the entire game, and I didn't want to do that - especially when the game was how I liked it :) I had other projects I wanted to move on to at that point, as well.

But! Fear not.. I hear the people and even though I'm leaving the collisions in this game the way I like them/designed them, I gotta pay attention to the players (the resounding opinion seems to be "Awesome game! WTF collisions!") so if and when there is a Dodgeman 3, you can bet this collision topic will be addressed.

Thanks again for the feedback and the awesome score! :)

I'd write something here, but only if it wasn't clever.

Age 34, Male

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