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Reviews for "Super Shout"

I've played this game without a microphone, and 've enjoyed it a bit more.

This shout'em up game is kinda nice and does have an original idea presented here. The art is vibrant and cool, using your weapons is fun, and the level design is generally ok, with good ideas and layouts. I really haven't found the game to be hard, in part because it's quite easy to dodge enemies thanks to their generous lock-on, and in part because you don't feel overwhelmed (maybe except for the Crossfire level, but you can easily move out of the way, since the enemies don't shoot you immediately). Fall Down is very silly and stupid (in the best sense possible), and the last level is also very interesting, though the boss felt kinda easy and anticlimactic, despite being tanky.

My main gripe with this game is how its gimmick just doesn't work at all. First and foremost, shouting (even speaking, in general, just using your voice to control something) is kinda tiresome, at least for me, and it did become kinda dull right after the tutorial. Also, nothing in this game warrants using it, really. The gimmick's not backed up by the artstyle or the story (maybe except for the fall down level), and it doesn't really enhance gameplay, since you can get away without it pretty easily, just like I did.

I've just calibrated my mic so it will, in a way, always be in a shouting state, and did play it full speed without much difficulty and hassle. You have just enough cover for precise jump shouts, and the enemies are slow enough for you to melee them while jumping over them. Yeah, this might go against the spirit of the game, but i don't think i could've endured the gimmick for the whole game quite frankly. I have to give credit where credit is due: it's quite easy to calibrate your microphone and, on a principle level, the controls work fine. I also appreciate the attempt to twist the SuperHot formula; many developers usually just make dull 2d demakes of said game, but this is obviously not the case here.

In SuperHot, the slowdown mechanic is seamlessly tied to your movement, something that is quite essential for the gameplay, and there's much more emphasis on crowd control in levels. Here, shouting is an action you must do separately from aiming and moving, so it doesn't work as well, and you're usually engaging one enemy at a time (hat's kinda the problem of 2d constraints though). And yeah, as i've mentioned, even speaking is becoming tiresome. I feel like using your voice in vidiya games might work (and if not, at least it's fun in a Lifeline kind of way), but not in a situation where you have to use it constantly and non-rhythmically.

Overall, especially for jam constraints, this was enjoyable. Had it not been so short and had a bit more variety in enemies, levels and mechanics, this would've been a definite banger. 6/10.

RisingPixel responds:

Very interesting feedback.

I think it's a slightly different way of playing a game so finding a balance it will be more difficult...
it is important for me to identify the target player and made a game for him ;)

The game mechanics need to be more integrated into gameplay/story however the ease of "cheating" will always ruin experience. But hey, I trust you, players!

Obviously a great works is needed to transform this jam game in a full featured one (more variety, more enemies, more levels, a story, some gimmiks). Thank you for the precise feedback really appreciated :)

Cute concept, fucking annoying execution.

I like the idea, I hate playing it.

Walljump is the worlds most sensetive thing.

why mic not work GRRR SUPR SHOT