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Reviews for "I wanna be the flash game"

Simple, yet.. omg, I played this for 2 1/2 hours?!

WARNING! SPOILERS!!!

This game was extremely well thought out. It's simple graphics hid the very first spike from me, so I died from that. Then when I double-jumped it (a natural gaming tendency) the roof killed me as intended.

This had me laughing, but I'll admit I didn't expect this aspect to persist or have a lasting appeal. It seemed less gimmicky every time I relaxed, or was fooled enough to fall for it again.

Notable examples: (Again, WARNING: SPOILERS!) were seeing just that many stars only to get hit by one at the end of the section, and getting killed by the "Death" in the first sign only to get ready to avoid "Death" again and get hit by "Of" I felt like an idiot, of course, but I'll be damned if it wasn't me and only me that was the fool at that point.

Games designed to kill you at every turn with things you can't see coming also usually suffer from a lack of game play elements. This, also, proved me wrong. Again, I expect the first couple of jumping puzzles to be "In Betweens" for the "Part of the screen attacks you" bit, but they did, in fact, start to get creative and interesting. I was also impressed by how often you had to consider the consequence of double jumping and exactly how high you had to jump.

Notable examples (Creativity): Spinning Laser Trap (Extra bonus is it was awesome to look at), "Hidden" platform room (gray backround with outlines appearing only when you jump), Pacman.
Notable examples (Timing and Height): A hall of saws, Pit of Death, and the white/black platform section.

A final couple of notes, the Video Game cameos were well-chosen (Well known, but not predictable or overplayed, do that in the sequel please!) and the music was fast and interesting. Finally, the shooting wasn't overplayed or annoying when you introduced it, and the Battletoads wheel-race was fun (but should have been made more obvious as a reference somehow. If it wasn't a reference and was, in fact, an original idea, e-mail me so I can explain).

So, why only 9 stars? Well, I don't review often, and if I'm going to review something great, I'm not going to do it without finding a way to make the next one even better. You obviously did a lot of testing to avoid things like this, and there were really only a couple of problems, but they did stand out.

Mount Poo: I never found defecation to be as funny as some, but that's not the complaint. The complaint is that you can't dodge the poo if it's aimed at you (it's just not possible) and it flies in random directions. While most of the game was memorization or skill, we come to a frustrating random bit. Even a very difficult pattern would have been better here. Similarly, the "Three Bloody Spikes" jumping suffered a similar problem. Also, the room with the tiny yellow platforms with spikes on the walls (with the hysterical extra-large spike) really pushed the difficulty/random factor, so that one is borderline.

Final Boss Spikes: These should have been slightly slower and more frequent/random, causing you to plan a path to avoid them. As it ended up, I just found a spot where they almost never fell on the top platform and killed my "E" key, which made the fight less entertaining.

Flashing Lights: While entertaining (for a little bit) during the Pacman part, and effective at distracting my jumping, it still hurt my eyes (no fun) and could be a SERIOUS problem for people with epilepsy.

The Music: Yes, I already said the music was good. The problem? Every time you die the music resets, and the beginnings to a couple of the songs were boring/repetitive, and eventually became more annoying than fun. Also, some great songs never got fair treatment, because you couldn't hear the full song with it re-started every life. For a good example, the "Huge Spike in the Pit" room and song fits this situation perfectly.

So, again, overall I absolutely loved this. Enough to stop and let you know about it. I am greatly looking forward to a sequel, so don't disappoint! Hope my feedback helped, and feel free to contact me with additional questions.

too buggy

its really impossible to play with all the platforms bugged and the double jump working whenever it wants, oh and i cleared the first levels up untill the space thing just because i felt under the ground nice bug btw!

My keyboard is near dead.

That was educational:
Death comes from above AND below.
Rooftops are pretty dangerous.
Pay attention to your game, not to your medals.
Jumping is clearly overstimated.
That's a pretty cool game there, usually i would score you lowly, because of the glitches but since they are what make this game...
Anyway, if someone beat this under 30 min and with zero deaths, you should make a flash about him and put it on front page. He deserved.

NOT a good game, Period.

Haven beaten the game, I can honestly say that it's no good. It is not user friendly what so ever and difficult, though the developer did point this out to be intentional. But even then, Major steps could have been taken to make it a much better looking AND playable game - such as platforms and double jumping. This game has no replay value whatsoever, even remembering all the traps and ways to go.

With that said, I still had to laugh at myself for getting so frustrated as such a simplistic game. I even had a "ah f***!!! NOT BRINISTAR!!!!" moment, when I saw him appear. Now there is a game that is good to play, yet difficult to master.

Okay srsly guys...

I understand it's not IWBTG... I've played IWBTG, and it's not the same game... But there is a HUGE difference between being a knockoff, or a clone, and being a tribute... This is a tribute (it uses the same character, and the same kind of storyline, not similar ones, the SAME ones)... or to be more precise it's an expansion on the idea... IWBTG was about changing your expectations of platformers... As a gamer we take a lot of things for granted... Spikes kill you, platforms and walls are set in place unless they are on a fixed a predictable cycle. These are things we KNOW about platformers. IWBTG changed all that. Words could kill you, spikes might be your only platform, and everything can be done with enough repetition.

Every game has it's own set of rules, and we, as gamers should understand that there are no necessary rules... In essence a background image may fall from the sky and piss you off, er I mean, kill you.

That being said, this game was a good tribute. I like that you expanded on breaking our expectations, but you did something that is a SERIOUS no-no in gaming... Artificial difficulty was QUITE abundant. And what I mean by artificial difficulty is, the fact that you have to run to keep up with platforms, sometimes you would randomly fall through a platform that before was a perfectly tangible platform, and there was no indication of a change, and occasionally your double jump would just give out... For no reason be gone...

I understand that these reliabilities are something that gamers have come to taken for granted, and we come to expect that, if we can double jump once, we should be able to double jump all the time, but this was a poor way to show us... This was it comes across as glitchy, and unreliable. A better way would be to have an indication that our double jump is gone, or that that platform is going to go all ghost on me... I just didn't like falling through a platform that I had just been standing on...

In the first few areas of the game, there was this pit... with three spikes that rotated so that you could jump on them... This was a good idea. The spike rotations were long, and there was no pattern... this was a bad idea. That section made me angry because it teemed with artificial difficulty. I couldn't predict it, and on some setups it was just plain impassable.

It was good, I enjoyed it but, if you want to tribute such a good game you need to pull out the artificial difficulty and add some more REAL difficulty.