Ultimate Gear War
Join the alien war, prepare your gear and protect your base at all cost!
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Pbot has gone on a rampage thanks to Blockheads lack of mental processing. You must venture forth and rescue your comrades who have been thrown into corrupt versions of their own domain.
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This game was made by Elvidian Entertainment for Pico Day 2012, the characters used are property of various authors with their own movies and games on Newgrounds, go check them out!
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CONTROLS:
(view/change in the menu)
Arrows = Movement
A/S = Abilities/Attacks
Space/Enter = Use Portal or Checkpoint
ESC/P = Pause/Menu
R = Return to Checkpoint
TIPS:
-the Captain is the all-rounder unti
-Pico can crawl in very small spaces
-Dad can smash breakable tiles
-Bitey can Double-Jump
-Salad Fingers can walk on invisible tiles
Reviews
Rated 2 / 5 stars May 6, 2012
This game felt very rushed. The character models really weren't that fun to look at, enemies included, and the characters themselves felt unbalanced. Tankman, for example, is immediately rendered useless once you acquire Pico, whose rapid fire attacks can easily dispatch enemies that originally required two annoying slow shotgun blasts from Tankman. Now, if this were served as a means of progressing that player that would be fine, but you're expected to actually continue using him even though he comes off as the weakest character. You could have easily made Tankmen's blast dispatch enemies in one hit which would not only serve as making him a viable character option for later in the game, but would also ease in new players by having a character that doesn't take a lot of finesse to use. The fact that you also don't show any sign that you're doing damage to enemies is another thing that really annoyed me, especially during the last boss. Probably the most infuriating thing about this game is your inability to aim up or down, I'm trying not to be too harsh here, but really I don't think this game was all that good. Maybe if you all playtested it more then you could have seen the flaws in your game easier.
Rated 2 / 5 stars April 29, 2012
Well, it was a nice idea, but unfortunately the game itself is not very fun.
I liked the opening and the Captain's incredibly meta humor. The bits with Blockhead being himself were also well done and quite fateful to the original series. Salad Fingers was a bit too coherent for my taste, though.
I liked how you could switch between the characters and have awesome abilities unique to each character. However, it seems that my all-rounder instantaneously becomes incredibly useless the moment I get another character. His shove may be useful, but the shotgun is way too useless. If the other characters had some sort of weakness along with their strengths, that would have really helped diversify the gameplay and make people a lot less useless. For example, the Captain would be the only person capable of driving the NG Tank across incredibly dangerous terrain, and because of Pico's small size, dodging is more his thing because he can't really take bullets like the rest of them.
Now, for my issues: the entry poses, though hilarious and very in-character, simply take WAY too long. The problem, is, of course, compounded by my slow computer, but the delay with their animation just frustrates me, especially since I want to get back to a certain section ASAP.
The platforming is terrible. One of my issues is that the detection is too exact, and square. It's like the old days of Megaman where there's no room for a jump that overestimates the needed distance; every jump has to be exactly at the end with the direction button at the very max, lest you don't make it. The sprites landing was also kind of cheap, especially with Dad's huge frame.
The second issue is that the floating platforms and the levels are way too claustrophobic. It's simply no fun to jump in this game, and the limited amount of vertical real-estate my characters have to jump in was more frustrating than it was challenging.
The third is the bugs. I found two: one, in the Tankmen level, it's possible for Bitey to fall in through the ceiling of the west tower, just before the grey sea. Two, when Dad punched a soldier in the east platform, where the turrets and Salad Fingers huge hidden platforms are, the corpse got stuck on the platform and kept it from going up.
Moving on: WHY IS THERE NO COUNTER FOR MY COLLECTIBLES? I would love to have an indicator of what amusing things I can still collect inside a level, instead of having to scour an entire level and keep a paper trail of the things I've found.
Combat is cheap. The enemies are way too predictable, and the lack of variety in their attacks was disappointing. The way all the corpses explode is also cheap, and quickly gets old, plus the way they fly away when Dad punches them can have some serious consequences when they land on a moving platform.
The attacks are all not very fun. Bitey was the only character that I had fun controlling (acrobatic moves and flying all over the place FTW), because all the other characters were either cumbersome to use (Dad), had game breaking attacks (Pico), were just too boring but practical (the Captain), or just incredibly weird, with no explanation on how to use them (Salad Fingers.)
Please add some sort of strategy with the enemies, and specific types a specific character can overcome. Like, for example, a TankBot only Bitey can destroy by kicking the exposed pilot off, a carnivorous plant Pico can feed a nice, tasty grenade, and a giant rock Golem Dad can go into a QTE wrestle with.
Finally, the end boss was very difficult, and unfairly so. I received no indicator of how I was doing, and I actually thought P-Bot was a puzzle boss before I realized he was a "Hit X amount of times" boss which, frankly, disappointed me. His arena design was also frustrating, especially since his rocket stuns and shoves, and it's too damn hard to actually get up.
I would recommend that the characters have a specific goal other than "Hit X amount of times", like Pico would have to throw a grenade into P-Bot to disable a weapon system, Dad would punch out his armour, etc.
I ran out of space...
Rated 2 / 5 stars April 28, 2012
Maybe it's just me, but there seems to be no way to enter the final portal. Also, several collectibles, especially in Pico's level, are not physically collectible. What there is is very enjoyable, but this needed more testing.
Rated 2 / 5 stars April 29, 2012
all you did was placing awesome characters from NG to a boring platformer
Rated 2 / 5 stars April 30, 2012
the playability is rough right off the start. as soon as tankman is the pico level his limited jumping abilities cant manage the disappearing platforms. I gave up, sorry dont have an extra life time to spend on this :(