Ken-Vermette

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Ken-Vermette

Age/Gender: 22, Male
Location: -> here <-
Job: Programer

Programmer/Artist

Newgrounds Stats

Sign-Up Date:
2/12/02

Level: 7
Aura: Light

Rank: Town Watch
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Exp. Points: 520 / 550
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Voting Pow.: 4.96 votes

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Flash Reviews: 50
Music Reviews: 0
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Latest Flash Reviews

50 Reviews | 2 w/ Responses

Score: 9
Wink: the Game

"Well made, but buggy"

submission: Wink: the Game
date: October 8, 2005

After playing you're game, I really need to say it's fairly well made, and I'm not really sure of any advice I can give. If anything, I'll try what I can;

Often in the game you can pass through area's that you're not supposed to, numerious times I've climbed into a ledge when I should have bounced off the bottom, for example. Also the numerious bug reports from other users count towards bugs like this aswell.

Consider making a tileset-based system, or a similar system, to construct you're levels. It would take longer to make, however you could create larger levels and have a more bug-free game overall. This could also cut filesize slightly. If this was the case, you might even get a cult-community of map-makers to boost the game further.

The moves you could preform were excellent, I particularly enjoyed sticking myself to ceilings and dive-bombing a hoodie right before breaking his neck. However you could have gone further with it. For example, you have multiple staffs, and doors. Why not instead give each staff it's own unique special ability, and obstacles that might require some inginuity and the special ability of the staff. An example might be the wind staff, have it give you the ability to double-jump while running with it. Then place a particularly tall wall to pass. Also, consider adding more staffage to the baggage. I would be interested to see tings like a rock-staff, water staff, or even holy and demi staffs.

Also, in the moves department, you could consider having it so moves can occassionally backfire. In a sneaking game like this it would add a twist if you might un-stick and fall off a ceiling. This would add another level to the game; Consider adding risk-factors to each move. Sticking to ceilings could be more dangerious than tip-toeing in the background. User might be forced to debait: "Should I suck to the roof and go for the floating green health, or tip-toe and get past for sure".

You're enemies could use more work, however. I found they they are constrained to certain area's, and theres literally no variety. I know it's hard work to make one enemy, nonetheless several. However in a game so in-depth like this, it might be more necessary. Hoodies are great, but what if you had sentinal units? Unit's that would spot you and alert all nearby hoodies of you're presence. these extra skills may take time to program, but would really show if you play you're cards rigt.

Lastly, consider adding more moves to you're enemies roster. They can head-butt and use staffs, however not much else. It would be interesting to see a hoodie climb a wall to get to me, for example. What if the hoodies started hiding beind rocks after finding out I'm around? For the sake of ease, you could even try different colour hoodies, with different skills. You're classic white hoodie is similar to this game, whereas, say, a red hoodie could run and chase you.

That's about it, Excellent game; Hope to see more from you.

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Score: 4
UWLC Flash 8 Tech Demo

"You need to re-think it."

date: October 7, 2005

Alright, I figure I may as well give you some advice.

For what you were shooting for (re-making an old game with new graphics), you honestly did not make a sufficent difference.

Consider using more fluid animations; This will visually improve you're games dramatically. The problem is that it looks veerrry visually jarring, and it really breaks you away from the game.

Next, look at updating the core graphics; Glowing things are always cool, but flash 8 has much better realtime vector and image rendering. Don't waste it on making random things glow; Use it to beef up you're image resolutions (some are very poor wile others are relativly unpixelated). Take more time on the images aswell, they look very cartoony and unprofessional; use more realistic art or more cartoony art, don't strike a 50/50 on this.

The amount of things you have going at any one moment is chaotic; in battle, you have no idea what to focus on. Even though you have the power to induce seizures, you should tone it down. For an excellent example of first-person space combat, you said you worked on Combat Instinct. The way the ships fly at you is how it would be in real combat (mostly), and he never forced too much down you're throat. I'm also not beleiving you 100% on that, honestly.

Towards style, I'm going to be honest with you; You're using alot of words that you think are cool. You're saying "Tech-Demo", for example. In you're comments you keep saying how it will be completly different; If this is the case, re-upload over you're old game, and just post the new one up instead of making "tech demos" and such. If you start from scratch or changed at least half of the game to the point where it's not the same thing anymore, I would go with it. But a tech-Demo is when you are showing people somthing completly new and out of this world, Not that you made minimal changes to an existing game.

Lastly, work on you're proportions. There's no reason their legs should be half the size of their bodies. When you update you're character graphics, be sure to look up uman anatomy and correct this.

I hope this helps.

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Score: 10
deleted435632423

"The Greatest Game Of Our Time..."

submission: deleted435632423
date: April 21, 2004

I liked this game so much that I murdered my own mother!

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