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Recent Movie Reviews

21 Movie Reviews

The theme was a little tasteless

I dont think you really know what happened augest 8th.

We werent betrayed, just so you know.

anyway, to the scoring.

8 - - Graphics
Very well done overall. Mostly smooth drawing, good perspective, evertything had a good amount of detail. Well done.

1 - - Sound
Whatever your using for your voices, well, never use it again. They were extremly monotone, skippy, slow, ect ect. If you had of used a better voice engine, then this would have been an 8.

1 - - Interactivity
This as a movie... Not really made for this.

0 - - Style
Sorry dude, but honestly, I dont think the admins of the cc.cc deserved this one.

8 - - Violence
Very violent. Good details in that sort of animation, good action scenes. Overall very good.

7 - - Humor
It had a few moments whe I gave out a chuckle, it was alright in the humor division.

Good work Dinictus.

Very well made, and thought out.

Lets start with graphics...

9, because you did an exellent job with nearly every aspect of the graphics. On part though, I did dock 1 point because there were a couple area's that were a little off.

Next, sound.

10, it was perfect. I'm unsure if you compressed it, but it sounded great! I also liked how you used an actual voice, because anything else for that long would drive anyone crazy.


1. For movie's I record the interactivity as the amount of buttons/options you have. I consider the play button one of these. also, its a movie, plain and simple. its not made for interactivity.


7. It was well thought out, and although a philisophical lecture wouldent seem cool to many, I myself like it because so often I ponder many meanings on which you have discussed.


3, Moderatly violent on an ocasion. (I'm kinda curious, was it just a dragon, a dragon from a game or somewhere, or D-DragonClock?). I dont know, I think for this movie impreticular, this is a good thing to have low.


10. It deserved it. While the philisophical stuff wass goof, the occasional clock doing somthing, clockish, was quite funny. Also, the little toss of words near the end between you and redemption was pretty funny. "Kiss my blue fuzzy ass"


9. I liked this alot! Quite classic. Very thoughtful. I would give this a 10, but a couple of the times in through the movie, there were just some things that seemed a little, off. Also, the fact that you needid to right click to rewind factored in. If you wanna fix it, simply at the end of your movie, make a button, and enter this actionscript.

on (release) {

Anyway, great work! I voted 5... twice so far ;).

Da-Dinictus responds:

To be exact, friend Hexagon, that dragon was the Zebesian Space Pirate Meta-Ridley from Metroid Prime. I thought the epilogue did mention that... Ow well.
A very extensive review. Honest, to the point - you get a gold star! As for the replay, since I worked in movie-instances, Flash always is a bitch concerning that. Add to it I worked in scenes, and you've got a movie without a goddamn replay button. And with two sleep-deprived days after that, I just dropped it, even after all the help I received from you guys on the forums - it didn't friggin' help.
Again, thank you for your kind review, and the votes! ^_^

A couple tips...

-The Clock crew website contains the .fla's of most of the clocks. If you want an easier time and slightly better GFX, download clock.fla's.

-You chose the right outcome. Keep choosing this outcome. ;)

-The scene's were exellently drawn. Couldent be better.

-The sounds could have been better. I would reccomend trying to improve that.

Anyway, Good work! I look foreword to the clocks kicking ass in the future. ;)

Recent Game Reviews

21 Game Reviews

Well made, but buggy

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.

Nice work meh elemential freind!

Very nice work Elements!

I hope you get back in teh Crew.

Anyway, because I shall review:

Graphics: Usually in sound boards you dont get gfx like that. Buttons, text, everything was great!

Sound: It was a sound board, I think you could have remove the titles that dont work, or mark em in some way, but there was exellent sound quality.

Interactivity: Not really made to have , but still you got to press a lot of buttons!

Style: I cant figure out what there looking for in this... But its cool!

Violence/Humor: some of the songs were angry, but other then that its a sound board.

Good work!

It needs too much work. Consider re-vamping.

This game just needs alot of improvments. I would consider re-making the game if I were you.

The graphics could have been re made in flash, you gave the game an uneccessarily large file size because of the fact that you used nearly only used bitmaps. Take the time and draw the towers. Also, the UFO could have been done in flash.

The sound had massive errors. I mean, you can press the button, and hear the sound wether attacking or not. Also, the sound itself sucked.

The attack moved too slow. I personally think a lazer projected by a UFO would out run a dead snail in molasis.

Not even interactivity was all there. in this game, you should of had the ship drop slowly, but let the player move from side to side.

Maby have it so the player can attack as fast as they want, but have them cost energy. Also in the energy stat, have it so if you hit a tower, the tower will level out to 1 peice below you, but you would lose massive health.

Personally, I just think this game needs to be re-made.

Thats what it comes down to. Also, I reccomend next time, have X Y hittests.


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