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Reviews for "Newgrounds: Retaliation"

played for about 30 mins

then i had a spider enemy get glitched up in the game corner, unable to continue. so that ruined it for me~ not bad, fluid animations on pico were nice but pretty standard overall. 6/10

....

So many long reviews.
The game was so-so. Done.

Not bad.

The gameplay was decent, but it got repetitive quickly. Some of my biggest problems were presentation-related. I should be in Fancy Pants World if I wanted to fight his enemies, and I should be in the city, not Pico's school, if I was fighting FBI agents. I was also bothered by the fact that Pico didn't look quite right.
I like his new shirt, the two-tone green was getting boring, but a green T-shirt with a torso holster was nice, but one thing that SHOULDN'T have been changed was, you took away his UZIs! If I think Pico, I think of two Mac-10s carving up an army of look-alike kids.
Taking away his UZIs is like taking away Caruso's sunglasses in CSI: Miami. You gave him a pistol, which was underpowered. If Chibi-Knight could defeat Thingy Majigs with a rusty sword in a few hits, a shot from a pistol should sen them to their cartoony graves. I would have preferred, if you kept his pistol, some sort of semi-automatic weapon, because I'm sure Pico's trigger finger is faster than he shoots in this game. To counteract the faster shooting, you could have added a reloading mechanism, which would add a little intensity and desperation while running from the baddies.
I like the sliding and aiming features, but the hills make Pico shoot either too high or too low, until his foes are right on top of him. Since you took away the health bar, which was a good decision on my part, they're too overdone in flash shooters, adding damage numbers to both Pico and the bad guys seemed kind of strange.
If I have to kill a ton of enemies to progress further, I want to be able to fight at least 5 at a time, not 1 or 2 chasing me around while I slide and climb.
This actually seems like the kind of game where Pico and, I dunno, Darnell or any of the protagonists in the games where the enemies came from, could play in co-op. One player could use WASD and, like, space or G or something, while the other player uses the arrows and enter or number pad + or something. The multiplayer gimmick would have severely added to the replay value, but I found this game to be okay. Upgrades or better difficulty scaling would have been nice, but you probably had to rush to the Pico Day deadline. I like the concept of all the enemies coming together to kill everybody, and the graphics were good, but you had some serious flaws.
I've played better, but I've played worse, and this distracted me for 10-15 minutes. Not bad.

Sorry.

Well, I'm afraid you've blown it, as many others have said. Unlike a lot of other people though I played through the whole first 10 waves, it pained me to do it but I tried what I can do. And then I fucking died on the last wave. Everyone has the same complaints, and I advice you fix them. No, I don't mean make a new and improved one next year, I mean as soon as you can. I wasn't keeping track of time but I must have been playing for roughly half an hour on the first level. That is WAY too long for a game where you get no upgrades, stay on the same layout and see the same four enemies all over again.

If you been playing the game for as long as I have you get used to it's controls, so those who complain about that are just impatient. However, the controls ARE really annoying, and they could have been better. Another thing that pissed me off is that you take damage when you fall. In a game about SURVIVING AGAINST WAVES OF ENEMIES. That feature does NOT belong in this type of game, even by itself it's a lame gimmick.

The number of enemies to kill may look small on paper, but for this, it just isn't. I have no idea what to say at this point but going through waves just takes way too fucking longer than necessary. You need to learn that there is a difference between adding challenge, and making the gameplay purposely shitty in attempt to gain that. You are not being any more "challenge" by removing an upgrade system, falling and taking damage, and adding extra momentum. In doing that, you have made a boring, repetitive game with nothing to compliment it's art style. The art is ok, and luckily I found no glitches, but do you think that's good enough to save it? The reason I died was do to some very, very bad luck, but in general, the game is too easy to even die! So I guess by your logic, the longer you make each and every wave, the "harder" you think it gets. This backfired on you, as you made the game so long, you made people hate. Congratulations.

For all of these bad complaints, I think I might know what the problem is. I looked on both of your medal scores and noticed that NEITHER of you have the medals for your own game. That explains a lot, it tells me that the two of you never tested it all the way through. Have you done so, instead of probably just moved and shot around to make sure everything worked fine, you immediately would have noticed that any one sane enough to get passed Wave 3 takes just way too god damn long to get anywhere. You should have tested the game yourself (or atleast hire someone to beta test it) and realized just how repetitive it was, if say you did test it 100%, your a lier. If you don't know how to add a shop/upgrade system: LEARN TO. If you didn't have enough time: FIX IT NOW. (Or at least make the upgrades permanent untill you get a new one for god sakes!)

The worst part? The amount these medals are worth are fucking shit. You shouldn't torture people if you give such a low reward.

Here's a list of some options, which I recommend that you do at least one if you know whats good for you.
1. Lower the amount of enemies towards the end.
2. Raise the medal scores.
3. Add something that would make people want to keep playing.

So to you, and to anyone else who adds medals onto their future projects, test your fucking games.

150threview!

seriously

the control is neither bad nor laggy, stop act like a little bitch
the programmer tries to make it a little bit realistic and that's why you have delay (the degree is about 0.1second) whenever u command any action
i know you still dont understand, an example:
when u crouched down, if you press [up] and then [left] or [right], you wont move left or right instantly, you have to wait for him to stand up first
another example,
when u wall jump, you cant press and hold [s] and jump frequently, you have to wait for him to completely stick on the wall first.