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Reviews for "Tick Tock Train"

Nice Art and Concept, But...

Buggy, notably an error with the second boss after a continue. Controls are sluggish and limited. You've got left, right, jump, and attack. Beyond that, there's "jump attack." Notably, you cannot fire while moving, so don't plan on chasing after bosses while firing from the hip. Although you have 10 lives to work with, the controls are so slow that it's easy to make mistakes and get killed. The casual gamer will be frustrated, the more hardcore will likely be bored. Boss battles are inflexible, revolving around waiting for the right moment to hit "s" or move, making one or two attacks, and then waiting again to hit the same key. This could be exciting if the game were faster paced, but it's not. I got sick and tired of being just a moment too slow and getting killed when the outline of the projectile ever so slightly skimmed my feet.

Art and music are very fitting for Newgrounds and are slightly redeeming features.

Test for bugs before submitting.

I haven't had a playthrough where I have not experienced bugs. Please, before submitting next time, get beta testers or even play your own game.

Good effort, but you have a low score because the plethora of bugs in your game renders it unplayable.

A game not worth of front page

Sorry man, it's true.

Let's go through it: The controls are awful. Most of time you die not because the bosses are hard (on the contrary: they pattern are predictable and easy, the puzzle is harder), but because the controls are horrible. If you jump, you must shoot the direction that you were facing when you're standing...

Also you say that you get better weapons and abilities. It's only graphics right? That gun and it's missile upgrade didn't help shit, in fact, in think that if I was with the wood prank against the alien I could do better, and I didn't saw any other abilitie other than jumping and attacking.

Also, at the puzzle was for? You give someone 10 lifes and them throw out all of them trash on a single puzzle? C'mon.

You gain a 3 for the art, that was good. Consider yourselg licky to be frontpaged. There were better games this week.

Hard to pass

Hard to pass not because of toughness, but the fact, that the controlls don't respond sometimes. They just wont! The shooting direction could change when jumping.
When jumping with the bubble (1st level), you can still die. The bubble wont go around for some reason. Is it a bug?

PS. The puzzle is solvable, people, just look at the walkthrough if your stuck. Thats the reason it's there!

Poor gameplay.

The game had horrible pacing. The controls were sluggish. The game was riddled with glitches, and felt a lot like a feature creep. The only saving grace is that artwork is par to what has come to be expected of flash games of the genre.

However: the break down goes as this.
The pacing needs to improve, more chaos, less controlled "obvious boss patterns". The controls must be improved as well.

Sluggish controls lent themselves to even further failure because of the distinct inability to move and attack at the same time. There also have been slight intervals between each movement that makes the game less enjoyable, it's almost as if you let the animations take priority of the game-play.

BUGS! As someone else has mentioned it's possible to have bosses that never die, or bosses that ARE dead but not counted as dead, either forcing you to restart, or find a creative way to kill yourself (with the exception of the first stage, there was none). There have also been times where the character simply got "stuck" here and there.

The feature creep comes when where you have silly mini-games that detract enjoyment from the game rather than add to it. What does collecting stars have to do other than add a meaningless and tedious task for the player to do? Or rapidly press A (with from what I saw little consequence for not tapping A)? The context is important, there was no context for the stars, and hardly any reason to be tapping the A button unless you gave the player a perceived sense of danger or urgency. Take what you did with the time-bomb for example, THAT had a sense of urgency that got me slightly hurried even when the solution was obvious.

However, the artwork in of itself was good which is why the game deserved more than a failing grade. However in gaming, game-play is king, not artistic ability. It was a good attempt and an ambitious one at that. It is unfortunate it fell short on so many aspects.