Nice. I like the symbolism with the character not being able to get "grounded" in the real world. I like that the dialogue is akward. I like that you explain only what you need to and show rather than tell in most situations. This is well done and tastful. And frankly, when something gives of a complete thought without being all boobs, swears and blood on Newgrounds, I have to endorse it.
Be proud of yourself.
Your animation style isvery smooth, and I like the "Tom Fulp saves the day" scene. Not too sure if I like the "T" stiched sneakers though (jk).
But like others have already said, the action could have been sped up a bit. While I see that you needed the time to get all your animations in, the pace could've been picked up just a bit to increase the intensity of the fight and up the emotional factor a notch for the viewer.
Other than that it's hard to kock this any.
I didin't know this was here
To think if I didin't tune into the webcam at Pico Day 2010 on a whim, i wouldn't have known this flash exsisted.
While a lot on this site is voilent, video game, teen fantasy or obnoxiously funny stuff, which is all great, every once in a while you get to see stuff like this that stands out. While the madness genre is all shoot-em-up, bloody violence, look what it's spawned.
Think you can call this a rushed flash? Unclean, with unfinished animation? Copycat idea on an over-tributed genre? Just another madness flash? Hell no, this is a piece of art.
This is why I log into this site on a daily basis. Sure, I'm waaaay behind everyone else on this flash (lol) but I'm glad I saw it, and will give kudos all the same.
PS: Ya I know, just another wannabe commenting on a great flash
It just needs more of a facelift
The challenge is enough for me, it's just that the entire game needs a bit more graphical quality to it, and a better soundtrack than that repeating loop.
Also, is there any way to increase the speed of the shot so you don't have to wait for it to stop rolling? Like a game speed option just to pick up the pace between levels? The restart option has also been mentioned, which I also suggest.
This is a good framework for a game, but not enough to be stand alone yet.
Want to see this when it's finished
You drawing's are very well done, espicailly like the "Crayola" look you've given some of your rooms. Even the text you've written looks childlike. That atmosphere alone is a great first step, along with the sleepy, calming guitar you have for music.
The mouse controls are also smooth and make sense. The hold and drag idea make for some very natural movements that just make sense.
Is this also a game which have bi-lineal paths? Thing is, I just threw all of Aidens toys out the window, perhaps that will create a negative outcome?
It's be great to see what fun and mischief these two can come up with.
Thanks! You seem to really get the point of the game,
I'm having fun with the art style, it's new to me but I'm liking it. Hand writing the text is laborious but worth it I find.
Funny that you found you can throw all his toys out of the window, I'm hoping the game will offer many little decisions like that you can make rather than having only one real way to do everything. Did you try picking up his pillow, or finding the hat in the room?
Another good submission
I like you guy's stuff and this is a good distance game but it's a bit on the easy side, since you only have one negative obstacle that can slow you down, the blue slime. While the point of these games are to get a far as possible, there's got to be a bit more regulation on total distance or the game just never ends.
Other than that the game rocks, and I love the animation you use and the music you put into your games. I just think adding a couple more negative obstacles (perhaps a cinderblock wall to stop him dead, or a break away wall) and a couple more posive ones (more vertical, less didstnce, random direction change) could be a possible addition.
But I still played it for hours... lol
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