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OuterPace

162 Game Reviews

18 w/ Responses

Holy shit! This is twenty times, or more, better than Road of the Dead. The new 2d camera allowed for much better concentration, the jumping after you upgrade the tires is extremely useful, and the scream is the greatest weapon I've ever seen in a flash game.
The boss battles were just the right shade of challenging, with a perfectly portioned side of BADASS! That fucking 20 foot tall mutant was hard as shit, though.
MAKE MORE!

Tough love! NO OFFENSE MEANT BY THIS...
Your control explanation is completely wrong, the game is WAAAY too easy, and it's generally choppy and unpleasing to look at. Here's a list to help you.
- Buttons, not plain text, please.
-Smaller targets. I could swipe the screen constantly and only die if I hit dynamite, which I can see fairly easily.
- FIX DESCRIPTION. Says "left click for slow motion" when it's actually "left click to CUT."
- Sorry, but Newgrounds isn't really for beta games. Finish it first! Put it on a blog or your flash dump to have something out there.
- This game already exists in a much better form, FRUIT NINJA. You didn't even change the name, come on, dude.

HOWEVER.
Your "future updates" section gives me a hint that this could end up being a much more customization-oriented game, as opposed to fruit ninja.
"Customizable hands and weapons" sounds awesome.
"More soundtracks" means you could actually center some of your points around having awesome music no one's ever heard of - Mindthings for a zen feel, maybe? Look up his song "elle" on youtube! That's my suggestion.
"Customizable slash effects" seems to take the "unlockable slash effect" to a new level, and me likey.
"Updated graphics" is a must-have. Do this first.
Now, I've given you half a star, but know that this could be much better with some work. I'll be very happy if I see it come to fruition!

cubera responds:

I never mentioned "left click for slow motion". Did you read the instructions page?

The purpose was to make it similar to fruit ninja. Since I have seen a bunch of clones to the popular title. There's even a top 10 list to fruit ninja clones. But thanks for the response man, this was definitely a detailed response and of course I take no offense to constructive criticism because it points out the flaws to the game which need improvement. It was originally a rushed project since the game was built in 2-3 days, but I will definitely take your advice to make it better.

Also I'm not sure what you meant by "click to cut". When you do a slicing gesture, it cuts the bottle. The bottles are cut based on the length of cut aligned to the vertical angle of the cut portioned to the bottle. I did allow people to kind tap on the screen when dynamite appears since there can be overlap between dynamite and bottles.

It's alright. The "clicking one side to go up and one to go down" is inconsistent and a bit annoying. A slider bar would be much easier on the player. Otherwise, it's an ok little thing. Not really an instrument, but more of on "ambience machine."

Hmmm... Looks a LOT like something Nitrome would make. BUT, that said, this is a well-made game. I know it's not a Nitrome game because there was no level select. Hehe.

Weeeeeird. Here's what I felt throughout playing this.
Okay, strange picture... maybe I move? Collect all the coins then, I guess. Their color probably corresponds to my emotion when I speak.
(different one with uncollectable coin) Well, I'll respond angrily. ( straped in a box with lots of people outside it) I'll be neutral...
And so on. Great little art game. I thought it could be used inside a bigger game as a social system for bonus points or something. But, as an art game, there is no real meaning, so I lowered the score a bit. Keep on goin, Posh!

I just played the first two levels, and boy do I have a lot to say.
You seem to have an alright idea. Parking games were huge in early 2001-2, and they kind of fell. Having this kind of game around (with an original idea, the wild west) is a nice thing. It's okay.

However, you have the representation of a very, very amateur game creator. I'll give you a small list.

The first thing that's blatantly obvious is the menu. The art and menu style is stereotypical. Roll the mouse over the button, choppy effect, noise that cuts off.
The music loops and never changes.
The parking spot is WAY too sensitive.
There are regular modern cars all over the place.
I got stuck and the damage meter filled up all the way and I had no way to escape it.
Have to go back to the level screen every single time you win or lose a level. Not a big deal, but annoying.
There's probably more, but I only played the first few levels.

As an alpha, it's pretty good, but I'll list some things I found that made it not very fun in the current version.
- All I did was make shitty still life on paper with pencil over and over and made about 30 (in the beginning) each.
- It takes an entire month to drink with a friend. (Also everything else.)
- No point to rivals or friends.
- Time doesn't stop at any point. I'm in 2353. (It's fun to make money.)
- No point to other types of painting. Letting us SEE the painting would be cool, even though there aren't that many real works of art to work with - even a couple of repeating icons would be fine.
But that's all. As I said, for an ALPHA, it's pretty damn good.

Oh, oh, oh, what to say about this game... First off, I love it. It's an extremely simple game, but I find myself begging my brain to quit Skyrim and hop on the PC for a bit just to play Chocolate Rambo!
A'ight, analyzation.
It's difficult, but not so difficult that I die so often that it's unplayable, y'know what I mean? I die maybe, a minute and a half in, usually. Sometimes I get a heli, but it's such a bitch to kill that, no, I don't want to quit and type "0 stars; sucks" in the review board, it just makes me want to try again ind figure it out.
Of course, pixelated graphics and old-timeyish music (which, in this case, reminds the hell out of me about Megaman, btw) are classic, somewhat overused, but I still like it here, it makes the game easier to play for me, because I feel like I'm sitting at an arcade box with way too many damn buttons (my keyboard, derp).
Now, to my .5 deduction - you won't like it.
The game screen is a bit too small for me. I mean, I'm not saying that filling the NG "Game window" would fix it, that'd be too big. I mean, like, twenty to thirty more pixels. Sometimes, it's just too difficult to point the mouse so to where it already is and be so quick about doing it. That's all I got.

It's a very difficult game to play. Not challenging, but the random encounters are WAY too often. Zombies should not be that common in a game where you can't easily kill them. Here's an example of my situation.
I have 12 total health. I search NG HQ. I hit a zombie and try to fight. I kill it, leaving me with 7 health. I hit another zombie. 2 health. I go home and rest to the highest food i have, so I had 9 health. Go out. "Dirtbag bandits injure you" or something. Next, another fucking zombie. 2 health, lost 2 earlier from starvation. "While searching, you injured yourself. This is bullshit." I'm dead.
I didn't find a single fucking piece of food in that life.
Bullshit indeed.
Fix the random encounter rates, and we'll be fine. Get rid of the "Fuck you, I'm taking away some of your health" bullshit. THAT is the shit that makes me mad.

Oh man, those fucking trees. I'm writing this review on my 50th fucking death. I don't know if it's on purpose or not, but those god-damned foreground trees are so annoying. Otherwise, the game's been great so far.

I only make a certain type of music. If it's ever changed, then I'm not in a good mood.

Ryan @OuterPace

Age 32, Male

Therapist

Strayer University

Alabama

Joined on 4/30/10

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