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Reviews for "Not a Clone Demo"

I love the Wario Ware series, and as someone who's both made warioware-esque games and mobile games i can appreciate exactly how creative and well executed this game is.

Great job and i hope your game sells well!

Wah?!
WarioWare!

I've never played a WarioWare game (other than Game and Wario, which from what I can tell is a very... not WarioWare game. Not a bad one, but still.), but if they're anything like this, I think I'd like them. It's very fast paced, nicely styled, it does what it's trying to do well. It's very WarioWare. I said Wario 6 times in this comment. It's addictive fun.

It was really good that the challenge mode games didn't penalize you if you didn't accomplish them.

Usually I like these kind of games, but some of the minigames have some serious issues which are a deal breaker to me, especially in such fast paced games.

The one which needs most improvement was Angry Monkeys. You need the whole game screen to move your mouse around, yet when you accidently drag the sling slightly outside of the box, the monkey hangs and you automatically lose. The other problem is that the slingshot really shouldn't be an obstacle, especially when the game art doesn't make it look like you're pulling the monkeys toward yourself, but instead down. That means that the monkey passes through the lower half of the slingshot without problems, but magically hits against the upper half. It's counter-intuitive and makes the game control an extra challenge.

Flappy sombrero was somewhat unfair. The bounding box (re: spikes) of the cactuses wasn't clear enough, sometimes the sombrero would randomly jump right at the beginning of the level and the width of the cactuses also seemed not to be adjusted to the current difficulty. Together with the unclear bounding box it sometimes seemed impossible.

The last game I want to adress is Cereal Joyride. It's almost unforseeable where exactly the cereal will be going. The moving barriers make it worse. But I would understand if this game is meant to be just much more difficult than the others.

One last problem I generally encountered was the interaction between each "step" inside of a game in challenge mode. See Light Tiles: You can already see the next "step" in the background, nothing happens when you click, and when trying to click again, the level suddenly moves one split second before you click, making you fail.

OmiyaGames responds:

Thanks for the detailed feedback. We'll look over those minigames you've listed, especially Angry Monkeys. I confess I'm not a fan of how that game behaves either, so rest assured your complaints will be addressed in a future version.

This was fun, but I would have love to have seen a through line in the art. It seemed al little scattered