You went through some of it a bit quickly, but I'm guessing this is more for people who already have some drawing ability. Anyway, it's a nice enough tutorial, I'm looking to draw some Toriyama-style art for a menu in one of my future flashes so this'll help with getting the style down right. My main gripes were the lack of a replay button and not being able to skip to a certain character straight away. Also would've helped if you'd shown how to do Piccolo's cape.
Anyway, nicely put together and keep up the good work with the Brolly series.
I guess most of the points have been touched upon already (slow moving, enemies killing you too easily, no game over when you run out of lives etc) so I'll add a couple of minor fixes. Mario floats a bit when standing still (he's about a pixel off the ground) and the music isn't that great either. Search for a site called Yoshilore for some actual Mario World music (or e-mail me if you want, I have a wav file of the Overworld music that loops pretty well). And of course, with 18 levels a password/save function is really needed (I think there's a thread on the BBS that has the actionscript for that).
Overall decent, but fix the bugs and you'll have something great.
The imps got bloody hard though. I'm one of the people who didn't get far either, but from what I've played it seems good. My problems were mainly with small things really. Enemy Encounter Rate was somewhat high for example, plus it was difficult to determine how much health the enemies had and how much damage I was doing.
I'd have liked a save feature or password feature too, considering it gets a bit tedious having to start over when you get a critical hit that kills you and have trained pretty hard, but never mind. Adds to the challenge I suppose.
Music was well-chosen (Chrono Cross for the most I'm guessing, still need to listen to most of the soundtrack to that one) and movement of Magus was nice (dash would have been nice, or can you get one later on?). I like it overall. Your CT movies are definitely some of the best on NG for action, and this game's a pretty well-coded RPG.
PS: A small thing, but if 11 years had passed since 12000 BC then it'd be 11989 BC, seeing as BC years count down to 0.
I think I've seen the name Frankenroc around in a few MM submissions' credits. This is definitely one of the best coded games I've come across.
Some suggestions to improve it:
- A skip intro section. There's a bit to get through before the game actually begins. Bit tedious to have to watch through it all each time.
- A pause button. This would be helpful if you have a sudden distraction and are fighting a boss and are on the opposite polarity you could end up dead.
Can't really think of any others besides that the music's a bit loud possibly. Great work. I'll have to check out MM Polarity when I'm finished with this.
Actually there IS a "Skip Intro" button in the lower-right corner of the screen. It's barely visible as to not distract from the story, but it's there.
The pause function is something I know I need to work on, but I'll see what I can do.
Man Orange, you've become a flash-making machine. Nicely coded game. I just wish there'd been a skip intro button (even if it does show the greatness of the clocks in their spare time). An enjoyable twist on Simon, even if I can't get a very high score on it.
This is great. I had a few problems getting to grips with the controls at first, but hell, I have that with most games I play. =P
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