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Reviews for "Overkill: Apache"

Shooter

This is fun shooting game, but nothing more ;)

Decent.

Pretty decent game, that is reminscent of R-Type. If you added some better weapons, and harder enemies, the came would be better. Not to mention some blood.

could be better

dosen last very long cause there arent any levles or missions

2 bad 2 soon

Try working on the graphics and get a better sound

Great potential

I played this game, and I'd have to say, it's a pretty good piece of art. The visuals are quite nice, and the sounds are crisp and have a lot of stamina (i.e. you can listen to them over and over for an hour, and they don't get boring).

I also believe that this game has a lot of potential for greatness. The multiple weapon wielding, while not entirely new, can make for an interesting and intuitive system. Although, it would probably be better if you assigned the weapons to different buttons - the fact that your ammo is limited is a pretty good reason not to fire all 4 at once if you're just aiming at a single target.

That's the good news... here's the bad news:

1. The game is far too predictable. Only the helicopters and tanks pose any threat whatsoever, and they always move and shoot at the exact same moments. There is always a safe spot which is incredibly easy to reach. You might get into trouble if you get too greedy in focusing on the unarmed enemies, but there is no consequence to playing it safe, because the game goes on forever (no missed score opportunities in other words). The fighter jets' shots are so slow and out of the way, they just aren't a threat.

2. Rank has no appreciable effect on difficulty, or ramps up too slowly. I only played to about 170,000 points before I quit, so I don't know which it is. But I do know that the ranking needs to improve drastically, especially if you plan to leave this game as an "endless onslaught game". The only reason I started taking hits was because I became complacent and reckless... which brings me to my next point

3. You are given FAR too many chances at life! A huge health bar and 3 lives is way too much, not even considering the aforementioned predictability and lack of difficulty. Adding in extra health pickups at regular intervals is just overkill at this point (PUN! NOOOO!). Because of the extreme lack of incentive to dodge things, I began making reckless moves and crashing into things. And despite taking some very nasty hits, I was able to stay afloat long enough to pick up some health again.

All 3 of these things combined make for a gaming experience that is more about how long you can sit in front of the computer and play, as opposed to actual skill.

It would probably be best if you just gave 3 lives, and made the game into a one shot death type deal. I realize that the copter is rather large, and would absorb a lot of fire, but that actually may be the greatest problem of all in the game. It's extremely difficult to balance such a large hit box - either it's going to be too easy, or too hard. So instead, what you do is reduce the hitzone to be only a small portion of the copter's sprite. The size should be inversely proportionate to the amount of flak you're going to be throwing at it. You don't have to turn it into a manic shooter necessarily, but that could work (to my knowledge, it would be the first onslaught manic shooter in existence if you did).

Other suggestions:

-Might want to adjust the amount of ammo dropped so that, at least on higher ranks, you won't always have max of every weapon unless you hoarded, but still have at least something to shoot with at all times.

-Add more guns. Too many unarmed enemies.

-Maybe add some variable bullet patterns to spice things up. Maybe a copter would shoot a 3 shot spray one time, then a circular spray 2 copters later. This way, you get more variation out of the same enemy.

-Some other type of scoring, so there is more than one kind of scoring strategy. Perhaps a medal pickup system or similar.

Well, that's my review. Despite my criticizms, I can appreciate the work that went into the game, and the paths taken in creating it.