Age/Gender: 17, Male
Location: Riga
Graaargh sunlight!
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Whistle Status: Normal
Exp. Points: 680 / 710
Exp. Rank #: 55,610
Voting Pow.: 5.06 votes
BBS Posts: 11,448 (7.56 per day)
Flash Reviews: 25
Music Reviews: 0
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All Flash Reviews
25 Reviews | 2 w/ Responses
The game is very attractive and has some depth for the quite simple movement mechanics.
But being so simple, the movement introduced limitations to the game and applicable strategies. If you played the right tricks at the start, by the tenth turn you should have a stable territory and a province or ally.
Then you're left with slowly pressing the rest of the field for ten or twenty turns - depends on AI difficulty. In hard mode (which takes me ~32 turns), the side of origin is covered in tank units (if you bother moving them out of cities).
Something like a train as Leafsnail suggested to connect four cities along the sides of the map, where if you capture two connected cities, you can move a unit between them in one turn. This would help end the game faster and add a bit of strategic edge by adding value to special cities, and is not too hard to add for AI to consider if it is written as I think it is.
A note on docks, their placement seems to be a bit unstable. One dock per five tiles along the same water border could work better.
...I think that's everything.
I'd be interested in reading about how some of the incredibly complex computations were implemented. ;D
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A time scoreboard would be good too if it wasn't so hard already. Awesome.
I spotted that with circles that move fast it's possible to find a position that doesn't register the intersection as the circle movestep is too large.
The square and everything are a bit small, might want to upscale those if you do another one. With powerups!
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But man, you should have made Toast script better, he can! The whole game ran pretty laggy for me and it got hard to control in a while.
And I can't believe I'm not in the credits for giving Toast advice! >=(
Author's Response:
Heh, thanks for the fiffen gusty, and nah, I think it was scripted quite well. (my brother says he likes the gravity. :D) It's very weird it lags for a lot of people but not for me though I have a really crappy computer.
By the way, what advice are you talking about? :S
- Toast
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Geez. And now everyone's gonna go animating Pants' songs! Gotta <3 the music, though.
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The best way is to make the maze a MC with obstacles as graphics (or MCs if they're supposed to react) in it. Buttons should never be used as something else. Make part 2 quick!
P.S. I know how you feel with a brother like that.
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How can you edit all those sprites?! Goddamn I'm too lazy! :( Happy spriting and good luck with Chilly!
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I think the sissy villain was a bit too much after exploding, but other way the animation is great! The dawg is one of a kind! It has the funniest graphics I've seen, too!
P.S. Too bad, it seems some people think it's over after the song.
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To morons who think this is pointless: IT IS! That's why we like it, JC never gonna change! NEVER!!!
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If the previous parts were enough to make up to the shitty aiming thingy, this isn't. You could take the effort to make W the jumping key as well as the hanging key, yknow. The screen should scroll with you, because now I left my flash pointer clicked at headshot height for a few minutes now. 2k kills, all we need now is highscores.
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His site is a must-see!! That guy is brilliant! How much did you pay him for this? *counts* $, $$, $$$, $$$$...
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