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NibiruNega

Age/Gender: n/a, Male

Newgrounds Stats

Sign-Up Date:
3/22/08

Level: 4
Aura: Evil

Rank: Civilian
Blams: 0
Saves: 1
Rank #: 191,495

Whistle Status: Normal

Exp. Points: 110 / 180
Exp. Rank #: 184,147
Voting Pow.: 3.60 votes

BBS Posts: 0 (0 per day)
Flash Reviews: 14
Music Reviews: 0
Trophies: 0
Stickers: 0

All Flash Reviews

14 Reviews | 2 w/ Responses

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Score: 10
Music Catch

"A addictive and absoulutely grand game."

submission: Music Catch
date: May 29, 2008

As a reviewer, I would like to start out my long overview of the game with a great big AWESOME. From the unique taste in the game to the music, I feel you really have put time in this, as well as slight twists and turns in the game to throw you off guard when you feel like the worst is over.

My first reaction to the game was the song. It was unbelieveably beautiful, perfectly timed with the launching of each and every colorful shape. Sometimes as I write this review I think back upon the music and is rendered speechless. In my belief, that was the best choice of song for this game, which really lets the Grand Piano shine in this piece by Issac Shepard.

Next I would like to point out the quality of the game. Its not as choppy as some games, and remains true to the song in pattern, and timing. I especially love the three-dimensional effect the shapes make by falling into the darkness. This is expressed by the shrinking size and the chainging colors to dark- which really told me how much you paid attention to this simple- yet compelling game.

Now I would like to point out the shapes themselves. They were cleverly chosen, and I like the idea that during the post-climax and the rising action of the song that the shapes slowly got bigger and the power-ups became more common (AS well as the downgrading red shapes). I like the colors you chose for each shape, which clearly distinguishes what power they give the player- unlike some games where power up colors are too similar of a color to be even told apart.

I suppose my conclusion to this review is that it was a timely classical piece of work that can really hold my heart. Once again, I cannot express how good of a choice the song is and how good the song was to listen to while playing. I truly hope you continue making these kinds of games.

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Score: 9
Tactical Assassin 2

"A shot through pure Triumph."

date: May 28, 2008

Frankly speaking, the game was more than just an regular sniper game. Unlike Sift heads, which sometimes requires you to press the WASD keys in between missions, it has its own unique taste- like two different kinds of steak (Though they may both be steak, they have different tastes). Reviewing Tactical Assasin 2, I find a delightful urge to finish the game, no matter how confusing some missions may be.

The animation was smooth, as well as sound synchronization and shot registeration. I especially enjoyed a paticular levels where you must shoot an inanimate object to get your target into view. I enjoyed the variety of weapons to choose from, as well as the add-ons like the gun belt and especially the little drugs that help your scope from moving so rigoriously.

I want to paticularly note the interactivity of the game- instead of just going from mission to mission like most sniper games, I see that you can see briefings, (Which look like something from The Matrix) And that you must regularly buy ammo, which is very smart. I enjoy the level with Bomb-Boy, which requires you to really look at your surroundings to see what to shoot to distract the guards.

All in all, this game really has been worked on, as well as gun research and accurate bullet calibur readings. Though it may not be as good as Sift Heads, it is as close to it as possible.

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Score: 9
The Last Stand 2

"Gameplay almost as chilling as the zombies~"

submission: The Last Stand 2
date: May 28, 2008

I would like to start out, that I was skeptical of its potential as a good game at first. I was very wrong. To touch up on a few subjects that made it FACKEN ORSUME:

I love the reality of the game- its like something you would do in real life. For example, you can place traps for the Zombies, something most people are too unoriginal to think of. Also the way that the barricade changes from town to town depending on your location- it was very thoughtful, not always the same bunch of boxes when there clearly aren't any around. I also like the way the windows brighten when morning arrives, I didn't notice it until later in the game when I was nearing Union City. One more thing I would like to point out are the survivors. I like the fact that they help you fight, which is helpful as well as oddly satisfying. You seem to have given the realism quite a bit of touching up, and I as a gamer appreaciate that fact.

Another thing I would like to point out as exceptionally great is the weapon distribution. I like the fact that you don't find a minigun in a random barn like most people do in thier zombie games, which again accounts to realism. Also, things like the bow and chainsaw are weapons you would normally find which is what I appreciate. Not many zombie games you get to rip a chainsaw to life and claw through a nearby zombie.

I also appreciate the varieties of zombies, from the ones that slowly drag thier feet along, to those who sprint thier way to you, and to those with body armour that were bitten ( and you need to shoot them in the leg or head to kill em) which gives the gameplay more action- you never know what else to expect. Unlike most zombie games where its usually only one type of zombie, the slow dragging ones.. this is genius.

Now finally, I would like to brush away on some of the less exceptional parts. Yes, there are a few things that seem to hold the game back, though are barely preceptible. One is the aim. Some weapons you only have a limited aim radius, which really put me off when the situation got desperate. I found at one point you could not aim your Hunting Rifle any more from a 30 degree angle, which really put away some of the realism. I also dislike the fact that bullets- though they go faster then the speed of light, takes more then half the clip to bring down some zombies. Now I know your trying to inch towards realism, but I thing some guns shouldn't be that absurdly low in power or they would be rendered obselete.

All in all, it was a very addictive and fun game to play. I certainly enjoyed every minute of it, and enjoyed writing this review almost as much as playing the game itself. If you have finished reading this review, congratulations! You just read through something that resembled a Graduate Thesis.

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Score: 9
Castle III part C

"Fast Paced and artistically wonderful."

submission: Castle III part C
date: May 2, 2008

I undoubtably enjoyed this animation very much. Other than the fact that It was much easier to tell Etrius, Llyold, and Beecher apart through thier eyes, I enjoyed it terribly due to the proficient animation that is breatifully shown in it.

What I am most impressed about are the soldiers. Unlike the usual "meatshield" soldiers that seem to put up no resistance at all, the soldiers in Castle actually fight back with all they have, like they were human. You balanced death with progress, making it both fun to watch and not overly dramatic.

What shocked me the most was Etrius's and Llyolds deaths. I don't really think they died, but then again I have'nt finished watching the series. I am still over shambles about the scenes in the fights where you seem to get lazy with the animation- but though its still exceptional, I thought you could add just a tiny bit more detail. Not much.

My conclusion- Its a stunning flash, very well made. You obviously put time and effort into the flash, which is admirable.

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Score: 9
Artillery Live

"Entertaining."

submission: Artillery Live
date: April 29, 2008

Very fun game. I like the way you made it so you can go online with other players, which is not a mean feat. It is enjoyable, and I also like how you added the wind factor to push artillery shells the other, or help them the same way.

I believe the only thing you have to work on is the way you find buddies, and join/make rooms. I guess its just seems to simple just to click on the second button to enter a game automatically. I think there should be a lobby, and adventure mode.

Overall, despite this It was a enjoyable game. I love how the system works and how you can chat with the other players. Well done.

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Score: 9
Stupid Pet Tricks

"Fluid, and well choreographed animation."

submission: Stupid Pet Tricks
date: April 28, 2008

I have to say, choice of song and the way you animated your flash to express the song is very well done. I can tell you put some time into the animation, even without looking at the comments you make on your own videos.

What I especially enjoyed about "Stupid Pet Tricks" Is that the song in itself is sudden, jarring and abrupt, just like your epiliptic animation. The song in itself is worth hearing for people like me, but it is hard to enjoy properly without 'DVD features' such as Play, Pause, fastforward, etc.

Though this may be one of the first major flash project you took, I believe you did very, very well on it. I give it a thumbs up.

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Score: 10
Doomrunner

"Addictive until you die."

submission: Doomrunner
date: April 27, 2008

I had lots of fun playing this game. It may not have a very wide array of weapons, but nevertheless did not take any fun out of this game. I enjoy how many powerups are produced with each enemy killed, making the game bearable. I also like the 'Z' and 'X' weapons, they were very fun to use. It did not seem glitchy at all, and was very smooth running. I made it to about level 27 before I got blasted out by eleven missles tailing me.

Overall, I believe this was a addictive game to get into, especially due to the birds-eye view of the game and how you can exit the screen and come out through the opposite.

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Score: 9
Neo v Smith

"You've stuck true to the plot."

submission: Neo v Smith
date: April 26, 2008

Well, I've watched that paticular part in Matrix, and I have to say- though you did this flash in a 2-D backround and characters- with only limited amount of sprites.... It was still pretty similar to the scene.

I have to commend you on the way you used the music to choreograph your fighting, and how you added more memorable parts (Such as Neo hitting a Smith with the rock still stuck on the pole, and how he escapes by Falling upward ;) )

All in all, it was a very good flash, though the animation should seem more smooth. Being in one pose throughout the entire jump just seems to repetitive for me to watch, though you did well with the motion blurs and special effects to lessen the pain.

April 26, 2008

Author's Response:

Dually noted, friend. I have already told others that I plan on tweaking this to better the overall feeling. I attempted this with the dirt kicking up from the ground and clouding from various impacts but I have been inspired by a number of excellent reviews to add to this animation what many have taken the time to point out (and some of which I did not even notice until it was brought to my attention). Thank you for an honest and fair review.

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Score: 10
Metropolis Circuit

"Fast Paced and Well made!"

submission: Metropolis Circuit
date: April 26, 2008

At first, when I saw Violet lighting the cigarette, I paid more attention to the way her hand was drawn than anything. AT first, I thought 'Well, another badly drawn flash.'

I was pretty wrong. It was very well made, fast paced yet slow enough to see what was happening. I also read the descriptions of Violet and Ravi, and you stuck true to thier personalities. For example, You noted Ravi was clumsy. Then there was that scene where he crashes into a crate of fruit.

I look forward to the next flash in the series, continue the good work- It is one of the better flashes in Newgrounds.

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Score: 1
Nigra Hentai Quiz

"I watched until the brown penorz filled the screen"

submission: Nigra Hentai Quiz
date: April 22, 2008

I was laughing for the first five seconds, then I started to put a bunch of hateful thoughts into words.

April 22, 2008

Author's Response:

Are you Schizophrenic?

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