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Reviews for "Twilight Valkyrie"

its ok

the concept is good but doing the same thing over agin...they should drop wep upgrades like multi firing. I give this rating,*3 stars*

i didnt like it...

i didn't like ti but thats what the voting is for not the reveiws, it was well made and i liked how homer said his famous one liner at the end when u die personally id suggest not making a similar game but it seems lots of ppl liked it so go ahead if you want to but you won't have me backing you on it. but over all nice.

vest816 responds:

That's allright. I understand we're you're coming from. I'll let you in on the production pipeline here, and let you know this isn't the first game I've made. Here's how it worked out.

Twilight Valkyrie began as a game concept that began about six months ago. The actual game began as a demonstration for how to make a scrolling background with a variety of animation happening at random intervals in the background. Yet I held on to that background, and threw a couple ships on it that would move around. For one of my Flash classes, I had to turn in a game WITH a scrolling background and INTERACTIVE characters on screen, so I pretty much had it done. Yet I spent a few days working on it to get in the (at the time) two weapons types for two enemies.

I had a week break between semesters, and had a five-day Flash Crash to introduce eight characters, a levelup system, shields, heat, and pretty much all the other gameplay elements. However, when the next Flash class began, I realized that the game had become so extensive that I could turn it in as a Final during the second week of class. But I didn't like that. My knowledge of Flash is still very limitted, so instead of keep poking at a game that was guaranteed an A, I decided to make more.

After a few concepts to figure out physics and other things that wouldn't go in this game, I developed Radical Meatloaf Lemurwheel in one morning. Using the physics I learned in that, I revamped the gameplay, gave it a graphic overhaul, and let it run out of control. While BS'ing towards a friend on AIM, I told him about a game idea I was thinking of doing, even though I came up with it on the spot just to weasel out of helping him on homework I didn't feel like helping him on.

I told him about Slam.

My lessons learned from this site and from peoples' responses here have told me that the games we spend too much time thinking about and adding to aren't always the best. To be honest, this wasn't my favorite game to make, so rest assured, this is probably the last side-scrolling shooter I come up with, unless the idea is in my opinion too inovative to NOT do. I found the best formula would be a simple twist to an old game with some visual polish. I'm working on another game that follows Slam's formula, so hopefully, you'll enjoy that one more.

Yet with a game I had spent so long on, I just had to submit this anyway. I knew it would do well enough score-wise and I'm very proud of it visually. Yet gameplay-wise, I'm with ya. It's not nearly my best. But that's because this is, in actuality, my first game ever.

i like the creativety

well i like the creativety it's not that bad i do find it a little hard cuse you have to match the laser color to the enemy's ship color... other wise overall it's a good game

It was pretty good.

But when the 3rd bad guy came out...it was difficult remembering which button killed which kind of plane.

OK

It was fun to play, but was very repetitive. It woulda been cooler if they had more types of weapons, and maybee some boss battles. Keep it up!