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Reviews for "It Came From Outer Space"

Needs less bullet hell.

A little tuff but once you get good controls set it becomes a great game just overall. I especially love the look, reminds me of Spider Velociraptor (a space invaders-esque mobile game). The film theme of it also something fresh, which is better then the straight forward "you're a soldier and ummm... the enemy 's or some shit.. just shoot shit". Overall this deserves a better rating, though I understand the hate towards the controls (in which i recommend using w-jump a,d-left and right h-fire u,j aiming k crouch roll or whatever it really is). So to this have 5 stars!

That has to be one of the swankiest menus I've seen in a long time. This one's a favorite. I think the overall look/feel of it is actually better than the actual game part, but there's a lot going on here and I wouldn't know where to begin. I find myself just listening to the music sometimes and once in a while clicking up and down on the menu so i can see him pointing the gun up and down lol. Mad props to the musician, well the whole team. This came out as something very special and will probably be hard to top down the line. Thanks for sticking with it and coming out with a solid composition as a whole.

I don't usually write reviews but with some of the responses I have read I thought I should.

I get what you have said about Super Metroid. The problem is that most people are not use to having a separate button to duck. In fact having to use a different button the down to duck causes many problems as you do have to retrain yourself in order to pull it of on muscle memory (Which really matters in this game). I would also contest that in Super Metroid you still DUCKED WITH THE DOWN BUTTON and you were unable to duck when moving. Most people would use the shoulder buttons to aim up and down. It is also worth mentioning that Super Metroid had a hard control scheme for its time even among the hardcore crowd (mostly because you could not dash jump and fire with out shifting your thumb).

Bottom the controls are NOT!! intuitive and there are better options. In the case of the two control sticks that you mention there is currently not a better way to play fps's as you will have a quicker response time and it also required triggers and bumpers to work. I can't argue with that but I can make a argument with that there are better control schemes for this game.

With that said I got use to the control scheme within three runs (mostly I have been playing for 30 years and can pick up control schemes easily) when I started winning Oscars. I like the concept over all and it is very challenging. However it didn't hold my attention very long.

RaveRadbury responds:

Thanks for the information and your feedback! I really appreciate your counter-points.

We have added an option to change the control scheme. Let me know what you end up using!

Ok, this is great: graphics are good, sound is good, the controls are responsive.
The biggest problem I see with this game, is a very small game field-I just couldn't
find a position where I don't hit a bullet (from the very start).

You know, a good game design puts the effort on making people play for like 10 minutes before it gets to the challenge. It's not about being old-school, it's about player feeling of fulfillment.
If the player feels like his effort was rewarded appropriately
Here I was thrown in like 10 seconds onto the challenge, and got instantly killed with no reward but a freaking die-screen. On the first level/first something.

Also, you know, this game is for PC right now, and I'd be great if you told me at the beginning:
SPACE TO JUMP, CTRL TO KILL ALIENZ, ESC TO GO BOOM or something, because i was like rolling my fingers all over the keyboard to realize what the controls are. As a player, I wasn't prepared to look for that info. I just wanted to kick ass and chew bubble gum, and I was all out of gum.

If you want a good example of great game design, classic Super Mario Brothers does it-yes, you can die on the first level, but at least it explains without use of words the mechanics, and the player feels great after finishing the level because you occupy a freaking castle, or beat a dragon. What could be better? :D

So, please: experiment a bit with the game design. You guys are already on the path to do something exceptional, you just need the practice to do it.