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Programming by Tom Fulp
Art by Dan Paladin
PRESS Q TO TOGGLE QUALITY. Some users may need to toggle it to 'low'.
A = light jab
S = heavy attack
arrows = walk
Experiment with the combo system to kill as efficiently as possible. Meet dad in the bad part of town.
I submitted this 30 minutes early AS A SPECIAL TREAT.
I thought this game was really awesome, and probably one of the best games to ever be made in flash. The only real problem I have here, is that when you get to the first (are there more?) boss, once you get knocked down, you cant get back up because the guy keeps shooting at you. I had full health taken all the way down and died because of that. If that is fixed, I would love to play the game again, but right now I dont see that happening. Also, I think a jump button would have been cool to have, because even that would have allowed you to get out of the way of that. I do like that some parts of the envornment (swings ect.) are movable, a small touch that just shows how much time was put into this. Keep up the good work boys.
Before i was able to go past the big guy that attacks the little kids near the beginning, but now i cant move or attack when the big guy shows up...
I miss Double Dragon, Downtown Nekketsu, etc.
This is a really cool piece of work, Tom and Dan.
To Tom - You sure know your Actionscript. Being able to create combos and pick up objects; it's very good and keeps the game entertaining. The only problem I had was when I was fighting the boss at the end. He did one of his breakdancing attacks and when I landed again, he did it some more. I thought I was going to get stuck! But I somehow got out of it. Maybe fix that up a little bit? Oh, and adding a jump might be cool. Jumping was a good old school side-scrolling beat 'em up element.
To Dan - I love your art for these kinds of games. It looks all happy and bright, but the story is twisted and stuff; it works! The colors worked pretty nicely. Funny how you have the main characters purple, which really stands out. It's like they're asking to be targets! But it gives it a nice touch. I don't know if this is part of your style, but maybe cleaning up the vector lines a bit? I mean, I like how they are right now, but smoothing it just a little might make a difference. That's how I feel anyways.
To the guy who did the other bits (I forgot his name already) - Everything moves nicely. Good job!
The music works so well; don't change this! I found myself humming it while I played. It added to the beating factor as well. Made me want to pummel those kids some more.
If this ever gets to console, oh boy. Worth my money.
fulp and synj do it again ;)
i can't wait to see whatever-The-Behemoth's-Next-Game-is-going-to-be-called :)
"The gameplay mechanics need more tuning" [6.5/10]
For my 300th archived review, I've decided to review Tom and Dan's latest project, Dad 'n Me. Now, I had before expressed my disconcern with the concept during it's Alpha stage. However, I go into this review without bias, as I feel it's only fair that everyone get a fair review, and I wouldn't be much of a reviewer if I didn't give everyone a fair shot. Regardless of how much I dislike the idea of what's being presented.
During the load-up, we're treated to some very nice button links to buy Alien Hominid. I already own AH myself, so it's just a pretty marketing ploy until the game loads up. At which point we're treated to more pretty logos and backgrounds and buttons. Which is nice, but that's the high point for the graphics here. As soon as the game begins, the visuals become much less flashy and detailed. They have a cartoony flair, not unlike something on Nickelodeon. I for one never thought of Synj to be all that great an artist anyway, but as an animator, which are almost 2 completely different things, Dan has always impressed me... Until now... It's not that I hate the visuals in this game, it's just that they're pretty much the same stuff we've seen time and time again. The same pseudo-square kids with the flat heads, dot eyes and lines for mouths walking around, except outfitted with afro's and t-shirts and junk to show that they represent specific members of the Newgrounds community. That's fine and all, but it's not that realy deserves a *high* score in the graphics category. Hell, most of the animation isn't as fluid as the Alien Hominid DEMO. I had this thing on low and medium, and both times, only when there's only 2 characters on screen, and when the backgrounds and foreground stop moving, will there be anything close to fluidity. Motion tweens were used a bit too much here as well. The backgrounds themselves are not horrible to look at, but Dan has made better looking games than this.
The nick-esque environments are a +1 in style, but that's as far as style goes for this game. And again, what is up with the concept to this game? "Kill Defenseless Children?" You know why Final Fight used street thugs and evil corporate business ninjas as enemies? Because there's more incentive to kill them than to kill a harmless child. Specifically that almost none of the kids in this game are even bothering you, let alone trying to harm you, while generic street thugs and ninjas are out to kill you in other sidescrollers. Self-Defense is the basis for 2-D sidescrollers, and when you lose that aspect, you lose all incentive to bring virtual harm to the characters onscreen. I know it's just supposed to be twisted and fun, but I don't even think it's either of those things. It's not all that violent, and it's not very exciting. Punching kids does get boring, and the pacing of the game is rather unbalanced.
That's not even the worst part of Dad 'n Me. I can tell you two went out of your way to make this a fun sidescroller game, and I can give you that much credit. You even tried to implement some combo system in there, but with only 2 buttons for attacks, and very little, almost randomly decided control over when and how you can combo the kids, it just seems like a broken system. In that sense, it feels like this game is not finished. Many times combos simply didn't work, and even punching sometimes failed for no clear reason, even if standing exactly perpendicular to your opponent. Was this game tested enough? I don't know, but the gameplay mechanics need more tuning.
The music fits the game nicely, and I like the sound effects too. Although the car sound effects were a bit too loud...
Don't get me wrong. I don't hate this game, per ce. I am a fan of Tom and Dan's work. I'm still playing AH to this day, and I don't regret that purchase. But this game in particular, has some pretty obvious flaws to it, that prevent it from reaching the same level of enjoyment as AH. I just think this game should've spent a little more time in development.
i'll address stuff.
the logos and ads are there because this file will be stolen and put on sites without our permission, so it's only fair to point people back to where we'd like to be showing our work from.
i'm sorry you don't like the animation but if you think my animating skills from several years ago is more fluid than my current skill, you're absolutely weird. maybe you're confusing something in there.
as far as flatheads go, you may just have to get used to it. artists have a thing called a "style". perhaps you've heard of it. Nobody told Monet to stop painting the way he did. Nobody told Dali that they can tell that a painting is his and that's bad. It's a GOOD thing, and I hope you smell a fart soon.
This is stand-up arcade violence and you're going to love it. Storyline Shmoryline.
Who the hell are you to say self-defense is the basis for 2D brawlers? You are a moron if you think that. 2D brawlers are not self defense. They are a tool in which you can slay hundreds of enemies and scream YEAHHHH EAT THAT. In DoubleDragon you might be saving a girl, but you're beating the living shit out of people by bashing your knee into their mouth over and over. Who do you think the cops would arrest first? The guy with the teeth marks in his knee or the 100000 people laying on the floor dead?
Anyway, better luck next time. I think you are over-analyzing.
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