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BlueMonday1984

188 Game Reviews w/ Response

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So many awesome artstyles, so many cool characters. Kitty, you beautiful bastard.

I could look at this all fucking day.

KittyhawkMontrose responds:

Thank you! @WillTommoDDD brought together a great team and did an amazing job with the logo and design. It was super easy for aka1 and I to make an interface. And that art needed the best interface! So many good artists!

A neatly-made archive for Newground's current level icons, even if it has been surpassed by NG Levels 2014.

The "About" screen does pops up underneath the level text when viewing the "Levels", "More Levels" and "Top Levels, Etc" tabs - by my guess, that's either an issue with Ruffle or with you making a minor goof with the text's depth.

Cyberdevil responds:

Oh dang, a bug! Nice find man...

I wonder if I still have the source for this, will see if I can fix that real quick if I do. Otherwise hopefully there's nothing like that with the newest... I think it's my goof with how the elements are layered there, Ruffle hopefully doesn't change that.

A neatly-made archive for Newground's special Halloween level icons, even if it has been surpassed by NG Levels 2014.

Seems like some of the level icons are different in this than in 2014 - not entirely sure why, but I'm guessing the staff weren't happy with some of the icons and decided to change them.

Cyberdevil responds:

Yeah I'm not sure why some of the icons changed around this time either, but thus the new version. As far as I know none have changed since 2014.

A very neatly made archive for Newgrounds' current level icons and auras - both the regular and halloween versions.
Main complaint is being unable to easily swap between the regular and Halloween versions - makes comparing level icons a bit of a hassle.

Anyways, quick heads-up for Cyber - the "NG Level Archives" link under "Nostalgia" is broken - the link (https://ngarchive.aksumka.com/levels) gives me to a 404, and it appears Aksumka's archive has gone down for good. It does seem there's archives of it on the Wayback Machine, so you should be able to fix the link to some extent.

Cyberdevil responds:

Mmm I hadn't considered a comparison between normal/Halloween level designs at all, good idea if I do a new version of this...

Thanks for the heads up on the link. I'm hosting the old aksumka archive on my own site as well now since the official one went down. Not the whole thing, but the file archive specifically (with level icons) can be found here too: https://ngpot.com/archive/

A cleverly and creatively crafted collaborative compilation of clocks, with a banger track to top it off.
Happy Clock Day, everyone!

Little-Renastair responds:

B A N G E R

...well it took me a bit to get to grips with this shit, but it was pretty straightforward once I worked out the ropes. Didn't even need any sort of tutorial.

Pretty damn relaxing. Kinda reminds me of Antimatter Dimensions. The fair number of medals is nice too.

WaspVentMan responds:

Glad you enjoyed the game, antimatter dimensions is a pretty big inspiration, I only have a few… thousand… hours in the game :,)

Another fun-as-hell episode from you, but damn, you cranked up the microgame's difficulty in this - I struggled with a few of these.
Also noticed a typo near the opening - you accidentally spelled "to" as "too" whilst Miller was saying "I'm trying to".

EDITED TO ADD: Also, Jesus, that boss microgame's fuckin' brutal on my touchpad - I ended up needing to pull out my autoclicker to beat it.

JackAstral responds:

Thanks :D Fixed- good catch!

Main complaint's the highly awkward controls - acceleration is far away from the turn controls, and using LMB to shoot is entirely unnecessary.

Putting movement on the arrow keys/WASD and firing on space would've been much better.

NikimonYT responds:

Sure, thanks for the feedback i'm gonna change it!
Edit: Changed them, try it out if you want!

Pretty damn fun, and pretty damn hard, with very distinct sepia visuals.

That road isn't just curvy, its non-euclidean.

mwuwm responds:

Haha thanks!

The sprites flickering on-screen is accurate to the NES, but it makes at enemies a fair bit tougher when it happens.

Having to mash X to reload the revolver also felt pretty awkward - a good alternative would've been having ammo slowly recharge over time, to give the player a choice between constantly firing at a slow rate or waiting until ammo's full and rapid-firing.

DrawPlusPen64 responds:

Okok, let me test more ways to reload and i'll reduce the sprite flickering

Newgrounds is damn good.
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