A Hit, that sometimes misses...
Right now I have that Skinny Puppy song in my head that goes "Progress, progress, we have progressed."
It's no joke that your animation has smoothed out very well, and I can see why ya'd do it. Blockhead's dear ol' mentality (or lack thereof) is just the same as it's always been, so you've kept his character well. Which is more than many animators can say when they've mucked around with a star character as long as you.
The thing that bums me is Blockhead's adaptation to the smoother style. His physical and verbal interactions blend seamlessly with the more elaborate movements, and that just seems a tad awkward. This dude has struck me as a truly stiff and spastic presence, so while you've done well to improve animation, I feel betrayed that BH's actions have developed accordingly.
And the conscience, wow, talk about an awkward remake. But he can take some getting used to. The characters and humor are still there, so I'll keep my complaining to a minimum. I enjoyed this just the same.
Yeah, like the one before me that mentioned seizures. Normally I wouldn't be so harsh, but having an epileptic friend - I hope you get sued by anyone you borked by this waste of webspace.
Yep, it's a gem.
I dare say you've done another fine job with this one. Just as the last psuedo-Halloween episode was my favorite, this one is even more rockin'. Blockhead singing? Inevitable as it may have been, that was EPIC. Carried the tune splendidly. The problem-solving tongue is getting a little over-used though, in my vile opinion. Otherwise, you've mastered the sounds, fluidity and characters themselves enough to evolve a previous theme. That's worthy of at least some amount of praise.
All in all, I really can't imagine him as a game. You've built him into a notoriously cinematic character that truly deserves to be outside of us viewers' interaction. But I've got faith that your conscience serves you well, so I hope to see my doubt disproven.
Slicker than snot on a doorknob.
I have to say, as entertaining as the Mastermind toons are, I had felt the desire for more Blockhead all along. True, as an artist, you don't want a fan commandeering, and that's respectable. But to drone on from my end, this little doodad is more than a satisfactory stall for the aforementioned character. In fact, it's possibly the most fulfilling flash game I've played, which says a lot considering games aren't meant to fulfill any more than trivial electronic stimulus.
This obviously exceeded many expectations, I can tell. It could've just been a menu-based game, it really could've. The design is organized well and runs very smoothly from screen to screen. The complexity of these Mission Plots is desirable as well, since the use (and Ultimate Disuse) of patsies gave me a more thoughtful edge on strategies. The expansive mission screen coupled with the common ideas of investment for residual income and purchasing of weapons/defenses gave my clicking finger a little exercise. And it kept me thinking ahead, and forethought is always a good thing to inspire.
I have the assumption in mind that you were originally aiming for menu-based only. But wait, you give me strategic command in real-time battles? Surely you love to indulge your fans. The great thing about it was that I didn't necessarily need to involve myself as much as most RTS formats do. The minions, eh, they kind of do their own thing. Run their patrols, respond to nearby enemies and fight willingly to their deaths. Which, y'know, loyalty is great and all, but the Fallback commands were always useful for better retention. And after I was making decent money and filling the field with men, all I needed was to clamor everyone in the center so the whole crowd could effectively defend on their own while I could sift through menus and maintain my master plans - 'cause they won't run themselves even during battle, right?
The tutorial goes both ways. In a desirable light, it explains the absolute necessities and basics and wraps it up quickly enough for short attention spans to be thankful. Plus the condescending minion was a humorous touch for the same crowd. Me? Well, I like my directions, though I do have a knack for learning by doing. Honestly, I got stumped in a couple areas. Damn, I had no idea I could make extra money by assigning minions to the finance menu. Not until I stole A.I., anyway. But it goes to show those little question marks in each menu are a great feature, and any extra assistance one would want can quickly find it. It's a functional system, to say the least.
Then, well, I'll just wrap this up; I thoroughly enjoyed it, beginning to end, and got a few laughs in the meantime. You're already a flash artist Great, and you're only looking upward with the quality that keeps coming out.
Just do me a favor and let me know how America's Phallus is doing once in awhile from up thar in O-town. I'll be ditching this dirt in a couple weeks for cooler, bumpier pastures.
A footless boot...
And by that, I mean it has all the details and graphics and programming necessary for a great game, but it almost entirely lacks in areas so necessary that it doesn't have the force to make it even half-way good ("boot can't kick with no foot in it").
A nice thing is that it's veering away from the original's clinging fascination with Desktop Tower defense and strives for its own image. But the original did have some semblence of balance (I believe tower pricing and reward ratios are often mentioned). Not only that, but the towers' acquisition system made it far too frustrating, especially when there are only four tougher enemies and all turrets in a vicinty fire on one target, and it would've only taken a fraction of those shots to kill it, thus wasting precious time and allowing enemies to escape. This not only widdles away the shields, it also deprives one of the money from killing those enemies that truly should've been killed.
The air waves were deplorable, and spending money on upgrading the ground towers made me paranoid while knowing I was going to need plenty to spare so I can quickly position the Sky Beams where they needed to be. The accuracy, eh, I could get over. But the top-to-bottom pathway was wretched.
It really has the looks and layout, but not the gameplay and AI. And it pains me to find a tower defense game that I don't particularly like...
A stunning addition to anyone's desktop.
To those reading this; yes, the title does indeed imply that these gadgets can be downloaded and used on your very desktop settings. I've seen too few previous reviews acknowledging the little "Download" button in the lower-left corner on the last cursor. It'll lead you right to the site where you can go to 'Downloads' and follow the instructions to light up your screen.
The Spyroscope desktop is teh pwns. Or something leet like that.
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