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Reviews for "Ten Second War"

A really good game with a really interesting mechanic. One problem I have is that the F is too close to the R, which means I almost broke my monitor because I accidentally destroyed my good run. Also, there should be some way to know how long someone's run is. Other than that, good game, with maybe a few unfair levels.

Frozen Synapse with a puzzle/speedrunning element thrown in. Very cleverly and tightly designed. My only complaint was that controls were a little floaty and it is difficult to understand what target the homing rocket is going for sometimes.

Extremely well made and designed game, the only thing I didn't like was how you didn't know which weapon you were using. Other than that it's fantastic.

Creative and fun , love it :)

Very interesting and original gaming mechanic, from my standpoint, at least. I was not very impressed at first, but as I started playing the gaming idea in all its brilliant simplicity came to me.
My three major criterions in any game analysis are the extent to which game utilizes its gameplay mechanics, how this mechanics interact with the story and artistic style to produce an integral aesthetic experience of a game, and how fun and interesting this experience is to me.
The actual gameplay mechanics here I think are great. Their main advantage lies in their flexibility and modularity, which allow for many new variations with initial components. Each puzzle allows endless replayability, as it combines elements of both shooter and puzzle and requires logical thinking, spatial coordination and great deal of reaction. You can perfect your score endlessly, and leader boards are actively encouraging you to do so.
Visual style, music and setting I found serviceable, but not interesting enough to drag me into the game's space even more. It felt pretty abstract, functional, which is enough for extensive level creating possibilities, but not enough for more intensive gameplay experience.
I think as it is this game is a decent introduction of some great gameplay mechanics, which open opportunities for new ways of producing meaningful gameplay experience. It is less a game and more a construction kit for inventive spatial puzzles. I think that its core idea could be developed further into a full game - maybe with more thought-out setting, visual style and story.