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Darkey

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Darkey

Age/Gender: 26, Male
Location: Australia
Job: Student

Gaming and more gaming, with some internet joking on the side.

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3/22/01

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Latest Flash Reviews

120 Reviews | 37 w/ Responses

Score: 9
Heavy Weapons

"Heavy on the weapons, action and fun"

submission: Heavy Weapons
date: June 1, 2009

Weapons. I adore them. What I adore most about them however is when people take the time to develop something new. Take Turok for example, easily my favourite weapon based game for its sheer volume of original and unique designs for culling the masses. While it was a FPS genre, here in a top down ship based shooter I felt right at ease.

The weapon effects were clean and 'pretty', and menu screens that showcased polish. While the majority of the backgrounds for the action were indeed lovely, a couple of them were a touch plain jane. The black on wireframe made for a nice challenge in locating the spawn points heh.

Another fine aspect to the action was the arcade-like sounds of the weaponry. In a game that is going to sound repetitive after long amounts of play it didn't nag for a moment. Along with the mild ambient music accompanying the fire fight it made for pleasant enjoyment both on the ears and eyes, but consider perhaps more 'energetic' music options for some users who like it a bit faster paced.

For the majority of the weapons I say well done. My weapons of choice ended up being lighting, rail and the laser cannon towards the end, but it was fun to mix it up and try new types time to time. Device weapons like the Vortex and Slow Time I also appreciated for their ability to change gameplay. I felt that some weapons however were a little too sluggish for their own good (and ultimately my good). Sadly I agree with others in wishing Duck Death to be improved. Going back through earlier stages or not, for 500k it lacked when compared to its cheaper and highly more functional brother Big Laser.

While it was a intensely enjoyable game with long playability, it needs additional features. I know you feel standoffish over ship/weapon upgrades or temporary power-ups, but don't be afraid to introduce them. They would add another dimension to gameplay and a source to sink the high amount of credits remaining towards the end of the adventure. Even a level system with tech trees would give players the chance to create different builds and increase re-playability tenfold.

In the end I enjoyed it very much and my hope is that you will take back what feedback you get from this release and provide a sequel with even greater options and of course, greater weapons. Thank you both.

June 1, 2009

Author's Response:

Another awesome review, thanks for putting the time in to it.

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Score: 10
The Arrow Of Time

"An arrow worth firing time and time again"

submission: The Arrow Of Time
date: May 16, 2009

While not as technically complex as some of the games we have seen in flash, The Arrow of Time personally is one of if not the best. When I say technical do not lose heart, it is still an incredibly well designed piece of art.

Graphically this game is crisp, unique and submerges you in this bizarre little story. The changes from era to era time wise with their vastly different feel's were a pleasant and welcome surprise. A minor request which couples into the game play as a whole is that I felt it could have included a few more periods. However, I understand that sometimes simplicity and not over doing a project can make for a better product.

From the crackling of the lighting arcs to some very odd sound effects on a couple of the arrow types, it was enjoyable to see some thought go into a range of sound. The music accompanying the action and on the menu were hauntingly beautiful until it started to grate just a little bit at my ears towards finishing off the last two achievements.

The learning curve was a nice steady pace from level to level allowing for weapon build up and working out how to tackle groups en mass. The clicking was fairly responsive and took a little getting used to as did the seemingly high gravity. Neither of these took away from the pure enjoyment of game play and trying out an above standard variety of arrow types. The personal touch of making the third level of some of the arrows have a vastly different effects like the lightning bolts from the sky was wonderful. Achievements for The Arrow of Time were obtainable with little effort so a tweak might be required for challenge.

Only the ease of the game is the only thing I could fault for The Arrow of Time if I were nit picking.

Anyone involved in this project should be congratulated. In a genre I adore and have spent countless hours playing this is by far one of the happier memories I have had. Your art work is immaculate and very much your own. As someone else suggested, this game would be a godsend to the Nintendo DS. The potential for a game house to give you resources to add to this, create a sequel, and give the game a versus or co-op multiplayer mode are there.

Thank you for making a true gem.

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Score: 9
Sin Mark

"Sin so close to making the mark"

submission: Sin Mark
date: January 13, 2009

Firstly I just wished to express my thanks to Con-Artists for what you do. Your works on the Last Stand series were sublime and I quite enjoyed your Warfare game.

Sin Mark from the very start with the D2 like loader and the fact it was a runic power based game had my attention. Runes are one of those things that we sadly don't see enough in the gaming world and they are just as good a vessel for an ability mechanic like any other.

As always your UI and graphics have all been polished to a high mirror shine, with a daunting but suitable wartime soundtrack in the background. Points to you on it also not being repetitive in the annoying fashion so many achieve. I adored both the methods of acquiring the runes, as well as their combination to create spells. Honestly it seemed all you needed was fear to complete the game, but experimenting with the others was a nice glimpse into new effects on spells of old.

I was fortunate enough to get the quick draw trinket fairly early on, I don't know if this was a common drop or not. It did however stem the problem early on that.. the bow was an annoyance. A light tweaking of the minimum power on the bow might have made those few levels a little more fun, instead of having to spam melee so quickly so close.

The game itself also had one minor flaw. The final boss was pathetically easy. A step back to miss the hammer, dodge a little fire. I was excited when I saw the dragon spawn a few mobs and thought hey, if this keeps up I may have a fight on my hands. Sadly it wasn't to be, and I hope that you might up the spawn rate for the fight. But I'm just nitpicking on what was an enjoyable adventure.

It was an extremely fun filled 15 minutes of my time and again you've shown to other authors out there the caliber games one can put out via flash. I read your comment on your continuation of your Last Stand series and I wait with baited breath on playing it soon. Best of luck and again thank you for your hard work, we all appreciate it.

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