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ChromeShark

Age/Gender: 21, Male
Location: UK
Job: Flash Developer

Newgrounds Stats

Sign-Up Date:
2/2/05

Level: 36
Aura: Light

Rank: Corporal
Blams: 2,543
Saves: 1,786
Rank #: 1,343

Whistle Status: Bronze

Exp. Points: 13,820 / 14,390
Exp. Rank #: 581
Voting Pow.: 7.71 votes

BBS Posts: 88 (0.05 per day)
Flash Reviews: 333
Music Reviews: 2
Trophies: 7
Stickers: 0

All Flash Reviews

333 Reviews | 103 w/ Responses

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Score: 9
Grabble

"Addtictive!"

submission: Grabble
date: November 21, 2009

Really enjoyed playing this, its surprisingly addictive! Love the concent, didnt even need to read the instuctions, jumped right in and kicked everyone's ass : D

Interface all looks nice and clean. Few more effects here and there would give it a bit more awesomeness.

The only problem I found with the game itself is that it seems to easy to keep going for obscure 2 letter words. Maybe it should be 3 letter min?

Could use a bit more of a countdown before the game starts too, tends to get me unexpected while I'm typing in the chat!

Minor points though, really good game, well made and a lot of fun. Nice work.

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Score: 7
Things that Remind Me

"Lot of potential"

date: July 2, 2009

Hard to rate this too high at this length, but given my non-existent attention span I rarely watch movies to the end so it was pretty satisfying for me to find something that I could.

Art was excellent, not really enough animation here to comment on, but I'm sure with more time you could produce something epic. Not got my speakers in so cant say much about the sound.

You definitely shouldn't think of this as noobish, the small amount here showed a lot of talent that we'll hopefully see at its full potential in the future.

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Score: 9
Neverending Light

"Brilliantly made"

submission: Neverending Light
date: February 25, 2009

This is a fantastically made game with lots of original ideas and a level of atmosphere rarely seen this good in a Flash game. The visuals and audio were both perfect and I can't fault them at all.

The story was interesting enough to make me want to keep playing. There was a quite a lot of walking at the start, the gameplay itself didn't really get fun until the combat, which didn't last very long. I would have given this a full 10 with another fight at the end (I was expecting to be attacked on the elevator) but as it is there just isn't quite enough gameplay in here. I can't wait for part 2 though, if you build on this engine and focus on more action without losing the atmosphere then it could be one of the best Flash games ever made.

The length is only a minor problem here though as I'm sure you've achieved what you were going for, which is a highly atmospheric and immersive Flash game that I strongly recommend everyone here plays. Very good work.

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Score: 10
Xtreme Motor

"One of the best bike games I've played"

submission: Xtreme Motor
date: February 18, 2009

I'm not always a fan of these type of games, but I found this to be a great take on the concept. The photography feature was something I haven't seen before in a Flash game, gave it a kind of Tony Hawks feel, very cool.

Physics were pretty much dead one and made the gameplay feel smooth and intuitive. Felt great doing triple flips and such, too bad there was no point bonus for this, maybe something to expand on next time.

Graphics were great in parts, the menus all looked highly polished and the background was pretty nice. The levels themselves were a bit samey looking, could have used some environmental features like plants. Bike was alright, would look amazing if it was 3D though.

Music was fitting, liked the music player, felt like something right out of a console game. Few more SFX here and there wouldn't have gone amiss, like when you thud on the floor or walls. The recorded voiced were a nice touch.

I think you've done a great job of taking a somewhat overdone concept and making it feel fresh and new, whilst still quite a lot of room for improvements in a sequel. Great work!

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Score: 6
Achievement Unlocked

"Great concept, but.."

date: December 18, 2008

I loved the concept here, sort of a spoof on achievements and how random they are in some games, but also very fun (if anything, this proves that achievements do make a game more addictive).

I have one VERY major gripe with this game though. On my Firefox, _blank links in a Flash open in the same tab as I have my browsing set up this way (_blank target are none-W3C compliant so I don't let allow them to control my links). I'm sure Im not the only person with my browser set like this. One of the achievements here is to click the sponsor link - a cheap way to get clicks, but kudos to the idea. However, as the game doesn't autosave (another major bad point), this effectively makes the game uncomplatable. A game should never sacrifice quality for take sake of improving the effectiveness of the sponsorship, and this is the sole reason I'm rating the game fairly low.

I also can't give much credit to the graphics, very simple. Not necessarily a bad thing, as it works for what it is, but it's not something I can give merit too.

As the gameplay itself is also very simplistic, the only thing this game has going for it is the idea. Which is a good one, but not exactly revolutionary.

I'm being a little harsh just because the link achievement annoyed me so much. I hope my pointing out of this will encourage you to fix it (an autosave would be enough). Well done on hitting a concept that will get a lot of attention.

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Score: 8
Bouncy Draw

"Good, not quite perfect"

submission: Bouncy Draw
date: November 24, 2008

A pretty good take on the rising type of game, some nice ideas with a few areas that could have done with improvement.

I liked how obstacles didn't actually hurt you but just increased the chance of falling down onto the dragon. This always gave the player a second chance to save themselves from losing a life. I also thought it was a nice touch how the dragon disappeared when their lives are at 0, leaving them plummeting to their doom if they fall again.

The weight powerups were a good idea. The only thing I disliked about these was that the heavy weight remained after losing a life - if the player has failed to survive with this attached, take it away, no need to punish them twice.

Graphically I can't really knock the game at all, all very well drawn. A bit more variation in the enemies wouldn't have gone amiss, but what was here was all high quality.

I didn't like the music, I don't get why people put trancey music to games like this, it doesn't fit. Something more fun and bouncy would have made the game more fun. The SFX were functional but the bounce effect got annoying fast.

My main problem with this game is that it started tricky but when I got the hang of it I found very little challenge, and by 100m I was bored out of my mind. You absolutely need to make it get harder as it goes on - tougher enemies, faster gameplay, shorter bounce platforms - whatever it takes to keep it fun until the end. You'll find that this makes it more likely that players will come back to play again.

For what it was, this was very well made and a good attempts at a bouncing game. I hope you find my suggestions useful if you go on to make a sequel, it could be amazing! 8/10.

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Score: 10
Sixty

"Unbelievable"

submission: Sixty
date: November 22, 2008

One of my favourite games on Newgrounds and probably one of the greatest Flash games ever made.

Everything about this is a masterpiece. The artwork that forms as you play looks incredible and is never the same twice. I expect it took a while to code the bitmap effects but the finished result looks like something that took as long as any great work that comes to mind.

The music...wow the music. Usually the music in a game is fitting, sometimes I go straight for the 'off' button, but its very rare that the music in a game excels it far beyond what it would be without. Even the satisfying 'boom' when the intensity goes up gives me chills every time I hear it.

The game itself is so simple but just works perfectly. This is exactly what a Flash minigame should be - no need for complex instructions or tutorials, just a simple concept that ridiculously fun to play and will keep people coming back again and again.

Even though its only a 60 second game I've played this so many times that its given me much more life than most long games. I can't help but wonder how epic this would be if you made a full game out of it though - different levels, bosses etc. I wont go too deep into suggestions because you have some 250 already and surely some ideas of your own, but if you're in two minds over doing a sequel, just DO IT, it could be the biggest and most successful Flash game of all time.

I love all your work but for me this is the only one that really, really amazes me. Put a lot of time and effort into a sequel and you'll have your Magnum Opus.

I admit some jealousy as I tried a game like this recently and mine falls flat in comparison. This has inspired me to go back and give it another go though, without doubt this is a 10/10.

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Score: 8
Tombscape

"Great but Varied"

submission: Tombscape
date: August 20, 2008

I enjoyed this a lot, the huge variation of puzzles made it interesting and must've taken a long time time to code. But in a way I also found this to be the games downfall.

My favorite element of the game was the point and click puzzles. Lighting the torches for example, or using the crowbar to remove the boards. I liked the added depth, there were lots of things to collect in each stage and the hidden rooms were a nice touch.

I didn't like the action parts much. I found the blades at the start frustrating and, not knowing that the game would get better, almost gave up right away at this.

I eventually gave up when I reached the join-the-dots. I'm playing on laptop touchpad and found this impossible by the third one. You really should allow for all users, I was disappointed that I couldn't continue after this.

The linear progression was also a let down, often I wanted to go back and have another look in an area. If players could choice which rooms to explore first they could do the ones they like best which would reduce the chance of giving up when they get to one the dislike.

The graphics were really brilliant, every stage looked fantastic. Even small things such as each individual artifacts looking unique were impressive.

This was close to being brilliant, but for me it just fell short on some problems with the structure of the game. The graphics and coding are very impressive though, well done.

August 20, 2008

Author's Response:

Many thanks for the in-depth review, I will certainly keep your comments in mind for my future games!!

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Score: 8
Fusbi

"A good start"

submission: Fusbi
date: July 5, 2008

Great engine, but the game itself felt like it lacked something. I was shooting enemies for quite a while (and enjoying it too) but it didn't take long before I was wondering what the point was - other than the numbers at the bottom increasing nothing seemed to be progressing. Maybe I'm missing something - if so then more clear instructions would be needed.

But the combat engine is pretty smooth. The range of attacks was impressive, I was surprised when my Fusbi started flying Rayman-style. With only two enemies though the range of attacks felt a bit unnecessary as the standard A attack would usually suffice.

The style of the Fusbi and enemies was great and gave the game a nice character. The background was plain though and could be improved.

As you call this 'the first Fusbi game' I take it you have a sequel in the works. With enough work it could build on this basic engine to make a great game. Good luck : )

One more thing - when I was playing this I could also picture it as a fantastic online multiplayer game like Platform Racers. Maybe that's something else you could look into.

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Score: 9
Space Aggressor

"Nice take on a classic concept"

submission: Space Aggressor
date: April 1, 2008

At heart it was a standard space shooter, but it was a well made game with a few nice touches that made it stand out.

Great graphics all round, clearly time had been spent creating all the different enemies and items. The background was impressive, I liked how it was bright and colorful without distracting from the gameplay.

The controls took a while ot get used to, I think the decellaeration could have been a bit faster, I often found myself gliding into enemies unexpectedly.

A problem I found with the shooting is that by having guns on each side, the bullets could quite easily go to either side of an enemy when perfectly lines up with it. A central gun with side guns as upgrades would have been prefereable.

Good sound all round in the game, nice chpice of music and approproate SFX.

The cutscenes gave the game some characater and were well animated, if a little static at times. The voice acting was decent but let down by terrible sound quality, without the subtitles they'd have been difficult to understand at all. I think this had quite a big effect on the games overall quality.

The difficulty was good, challenging but accomplishable after some practice. Liked how I could restart from unlocked levels, would have got boring redoing the same ones. SharedData saving was a bonus too.

There's clearly some great coding behind this, maybe just try something a bit more original and you'll get more credit for it.

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