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paulmaglev

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Recent Movie Reviews

12 Movie Reviews

I like this more than I should. The phrase 'finding x' comes full circle not just as a joke response to every math problem from algebra, but also as a literal interpretation personifying every kid's academic experience when solving for abstract variables.
............................................___
Now show us how 1 finds √ (-2).

This clip was funnier than I expected it to be. Nice job.

This was amazing. Sure, the not every aspect was my cup of tea, but the execution was incredible.

Recent Game Reviews

16 Game Reviews

I'm impressed with this game so far despite it still being a work in progress as I post this comment. The music is lively and invigorating, the visuals are also great at articulating the world of the Hololive, including Shiranui Flare, Usada Pekora, Sakura Miko, and Houshou Marine in order of appearance. Where it needs improvement is the game mechanics. It would be great if:

1. The invincibility frames were composed of the player flickering instead of completely going invisible.
2. The player could still shoot when the invincibility frames were triggered, since being hit consecutively stops the player from shooting entirely when there are too many enemies on the screen, allowing enemies to take pot shots at the player and get away with it until the player is defeated
3. Shooting down Usada Pekora's carrot missiles didn't become virtually impossible as it reached certain heights milliseconds after being fired
4. The gap between Sakura Miko's flower attacks was increased slightly to account for player error
5. Shooting arrows and/or bullets was automatic like the projectiles from the jetski
6. Players were told the projectiles from the jetski were automatic
7. Players were told upfront that the bow does more damage per shot than the pistols
8. Clearer instructions were given about level specific objectives like 'light all the candelabras'
9. There was a pause function.
10. The game stages didn't speed up exponentially in certain level panels after typing in the comments section on Newgrounds (I was surprised that was an issue, but it starts and stops inconsistently as I type and gets worse the longer I type without refreshing the page).
11. There was a way to reset the game completely without deleting web browser cookies or history (I forget which).

I understand if some of the difficulty conveyed in certain mechanics or the mechanics themselves were deliberate, since you made it clear this game was inspired by original Megaman games (which were difficult by design and due to technical limitations), so go ahead and keep that difficulty where you see fit. But remember that not everyone got to play the original Megaman series and may not be privy to how those original mechanics worked and their associated tropes.

I look forward to seeing more in the future.

Might have laid it a bit heavy when introducing the deadly pianos, so a more subtler, more progressive introduction to their anomalous behavior might have helped -perhaps starting with a piano nudging here, a closing piano there- but all in all, demo seems alright. All you need to do is adjust the walking mechanics/animation, adjust the timing of the electronic piano blocking the exit to Myra's room, maybe a larger diversity of deadly instruments in each room, and it should be good. I'd ask what you used to compose the music, but it looks like the 'credit and info' section of this page answered that for me. I look forward to more content in the future.

I feel this game is pretty good due to its depth, mechanics, puzzle difficulty, music and sound. The music and sound particularly matched perfectly with your drawing style and the genre your game falls under, an overhead isometric puzzle game like they made back 'in the old days.'

Suggested Future Improvements:

-inertia of the characters could use some work, since it feels like I'm walking through a tar pit
- I get stuck on corners too easily, I'd appreciate it if you addressed this.

Butzbo responds:

Glad you liked it!, it was motivating to work with a sub-genre of puzzles we don't see that much in these days.
Also, I especially agree with the inertia bit, I didn't put that much thought while setting things up, but they do feel slippery! not the most ideal for this kind of game where precission is required, I also have to check some hit-boxes, heh.
Thanks for the suggestions! :)

Recent Art Reviews

1 Art Review

Pretty good. The color palette is stunning and the flow of the line-work demonstrates an understanding of shape and form. I have two questions though. Why does the figure look like she has a second abdomen? I saw where the hip was supposed to be and found a second abdomen and set of hips below it. I'm also wondering why this is rated 'M' for 'mature' when there is nothing 'mature' about it?

Bittersoda responds:

Thank you! And to answer your questions: I wasn't completely thinking about anatomy in this, plus I was trying to accentuate the contortions a ballet dancer is capable of. I considered this mature because she's nude, but I can understand where you're coming from, seeing as how nothing graphic is really visible. I could make this E, but better safe with making it M.

Age 31

Joined on 4/29/13

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