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WCCC

280 Game Reviews

53 w/ Responses

Went to newgrounds today. Saw the banner. Knew it was a game. Thought to myself "It's EvilDog's April fools isn't it?". It was. Played it for shits and grins anyways, died first level of course.

Sorry man, these jokes are getting kinda predictable, even if the trolling remains on par or even better.

Evil-Dog responds:

sorry but It's an actual game bud, 10 levels, 10 battles, 30 cutscenes
Try harder

Wow. This needs a lot of work I'd say. A lot of stuff leapt out at me as unpolished or needing overhaul. I'll throw out a list, I hope you find it useful/
-Jump is a bit sticky or non-respondent at times. Could be a browser thing, but it's a real pain considering the nature of things.
-Almost 0 explanation, especially as to key mechanics like crates and so forth.
-Checkpoints aren't indicated when received and often can be set backwards by falling to lower depths.
-Death to respawn is instant and super abrupt, often making you fall down and die further because you have yet to register the first death.
-Boxes got stuck a lot. Dear lord did they.
-Reset and respawn don't seem to be consistent about what they reset and what they don't, and the fact that they don't reset everything seems half-baked or like it could have been done more consistently.
-Uninspired sounds used for jumping.
-Pixel art was a tad generic, and while not bad, also had inconsistent scaling (like player vs terrain) and poor/low animation.
-The player. What is he. I have to ask.

Other than that, the game WAS playable and the soundtrack decent, but I feel there's a lot of touching up to be done to make this worth playing. The mechanics definitely felt unrefined and unorthodox, and, while I do generally enjoy outside-the-box thinking, some of these have already been tried and discarded in the gaming industry, making it just seem subpar.

I'd like to emphasize this has lots of potential, and some things done were succesfully unique, but until it's a more complete product it has yet to hold my interest for more than 10 minutes. Good luck on future endeavors.

7/10, 3/5 ~WCCC

Okay. I seriously got a migrane from playing this only a few minutes... And this game is not without value but obviously needs some refining, and say that with a constructive tone in mind, because I think it's best not to switch into "dick mode" when reviewing pieces of work. Things that jump out at me:
-Very high level of starting difficulty. I get the idea this is something you work your way into to prolong your survival time, but even just trying to get the hang of things your first go is a bit much. The starting pistol has insanely small magazines, takes a considerable amount of time to reload (compared to most norms in the industry) and generally doesn't seem to kill targets well. The enemies continue to stack on quickly and down you in almost no time flat, but like I said that seems to just be part of how this piece plays.
-UI is divided, cluttered, and not exactly sensical to begin with. I'm seeing a LOT of people bring this up, and seeing a lot of deflection by "try not to feel overwhelmed" and "take things at your own pace". I feel it's part of the dev's duty to present things at a pace that is comprehensible to its players, seems at least remotely intuitive and user friendly, and generally provides a level of fun to keep the player interesting to further develop the learning curve... and I didn't really get much of that. A 5 page picture book was hardly an appropriate introduction, but some of the lengths to which you explained the mechanics did feel very right, and in that sense the 5 pages provided made a LOT of sense, a definite plus side... but there were also some typos, one I noticed off the bat was "empty your CLICK and press fire once more" or something along those lines, typo for "clip" I think it should be clear. The UI's 3D effect, while thoughtful and unique, adds a lot of extra space to any and every element, which only adds to the already present feeling of clutter and slows down the pace at which human eyes are able to analyze the HUD, which is also incredibly cluttered and is generally something you want to be able to analyze quickly, especially in the heat of combat.
-Possible bugs or unclear cataloging on various items. I'm being told after my first fight I have "a new skill" but I see absolutely no skills unlocked or available... so that kind of only adds to hysteria of the between-rounds screen.
-Really, really divided between rounds screen. I'm looking around for just maybe upgrading my pistol, equipping skills,and etc, but I'm seeing a lot of repetitive, confusing screens and vague abbreviations. W1, W2, T1, T2... and they don't seem to correspond with anything my mind assumes. W1 is my body, W2 is my pistol, T2 is... also my pistol? and T1 is my grenades. I don't even... what am I doing here?
-Intro comic bit, while cute, seemed really poorly transitioned. I could tell it was the panels in focus, some minor clipping via "black bars" across portions of the screen, and then... just looking around with the camera focus in some oddly repetitive motions. I'm no expert at comics, but I can say I know enough that this looks rather odd and doesn't feel as enticing as a wonderful superhero-merc comic ought to... and I'm generally a solid fan of comic book style stuff, having grown up with marvel, DC, the TV show heroes, and being a frequent reader of various fighting mangas... even if those things combined don't make me a pro in western comic norms.
-Music does seem pretty repetitive and overly bare bones at some point, I can say listening to the between-rounds music while writing this review.

I try not to rush into reviewing things, because sometimes you don't get a couple of things here and there and your vision is clouded, but this strikes me as exceptionally confusing and frustrating to new players, which should be one of the foremost concerns with projects like this. I CAN however tell that this is programmed well enough and has enough depth to where this is actually a quality product at some point, but it's just failed to make any sort of pitch that keeps me intrigued as the player and willing to put up with its razor-sharp learning curve and cluttered visual navigation. I'm handing you the benefit of the doubt here, and I'm gonna throw this a full 4 stars because I can tell there is a lot of time, care, and love put into this so far.

I'm blinded, yet perceptive enough to see this thing's core.
4/5, 7/10 ~WCCC

tedgaming responds:

I appreciate your ability to see value in this game despite your negative experience with it. The starting pistol is admittedly pretty nerfed but it powers up quickly and I wanted there to be very visible improvements.

I spent a lot of time balancing the game. If you're getting overwhelmed in early stages, I heard that manually reloading makes a world of difference and maybe you can run towards the sides of the map to hunt down enemies before too many of them spawn.

I understand how confusing the menus may be and I understand that it sounds like I'm making excuses for it. I'm not trying to make excuses though. I'm just hoping to ease people into coping with it. I hope you can understand it from the development side too. By the time I finished coding the menus, tested them out in action and realized that it's a bit overcomplicated, I had to make the decision to just try and make the best of it or redo the whole thing. Although I can see that the confusion far outweighs the deep complex gameplay, the complexity isn't without its merits. I will definitely be making future games a lot simpler and cleaner. Hopefully you can still enjoy the game.

For the skill, maybe you're not looking at the right place. You and I and everyone agrees that the menus are not exactly easy to comprehend, lol. At the skill menu, the left side is your skill slots and the right side is the list of skills. After completing the first stage, the first skill in the list will be unlocked and you can click it to equip it. It's called Hawk Eye. I hope this helps!

No idea what's going on here. Seemed interesting, thought I'd try it. Clicked new game, clicked listen to story, didn't do anything, clicked opposite button "no time" and it just hangs there, neither button does anything. Refreshed 3 times and same result, and on the 4th refresh the main menu button didn't even work. Maybe its incompatible with newer flash, or maybe it's something on my end, but this is proving incredibly unplayable and doesn't give me a good introduction to the toolset.

Hope this proves useful, not sure what else to say, landing a 2.5 star neutral vote with this review.

A masterpiece, simply put. I'm gonna have to cut this into 2 or 3 sections just to cover all I have to say about this, honestly.

Review:
Bosses forever 2.bro is an arcade style SHMUP/platformer experience. It combines increasingly difficulty, adaptive mechanics, and a wonderfully funny and polished world into one wonderful product. Players can enjoy pushing themselves to new heights, experimenting with tactics, and generally have a blitz-loaded good time. My only complaint is that there is no option to skip the tutorial, which is incredibly disappointing because it does get annoying very fast. For a game that utilizes some cookies, saving whether or not you've done the tutorial is painfully un-thought of, especially because dying makes you restart from the beginning and run into it again.

I've enjoyed playing this for hours on end and now have got to stop because my tendons are thrashed and now aggravated, but that was originally because of airsoft, this is just an addiction fighting my recovery.

Wonderful, and I love the floppy afro physics, casings, and generally interesting design on this.
10/10, 5/5 ~WCCC
----------------------------------------------
Gameplay analysis, strategy, and breakdown:

The player: Although I haven't tested bro-op mode (and probably can't because my keyboard refuses to handle that much input at once), the player is definitely an amusing character. Choosing from either bro, they run around with floppy afros, guns cocked, and lead flying in a humorous manner. Utilizing jumps is very key and definitely combines to very important combinations. I haven't personally gotten into dash too much except for emergency huge jumps over mines/lasers and the occasional outrunning of homing shells. Shoot is very important, but you should remember the boss has an aegis period where, after being hit, he can no longer take damage for a short period. Know this, use it, and try to conserve your shots and finger-stamina accordingly. Only spam shots when you think or know he's firing lots of projectiles or mines, the mines will block shots meant to hit him and projectiles of course block and can hit you to do damage. I highly recommend revamping your controls to a more spaced-out layout and playing in fullscreen. My combat performance went up several fold after going fullscreen and even more after reconfigging my controls. Also make great use of wall jumps and directional shooting to maximize your agility and damage opportunities/output.

Recommended controls:
A - dash, S - shoot, Space - Jump, Arrow keys - Move
Remember to rebind player 2's controls to free up arrow keys, i usually bind them to IJKL setup, but play with what works for you the best, you'll need every ounce of help you can get to throw down at the brobot brodown.

The upgrades:
You are given 3 upgrades: upgrade your max health by 25 units (1 bar), heal your current health 33% of your max health (to stay ahead of the curve it's very important you balance upgrades to boost heal amount and actual healing to stay alive/in good condition) and damage. Damage is VERY important to get early game, while you can dodge the enemy's attacks and not have to worry about health. The round where I take my 2nd hit ever in that playthrough (whether it be 1 hit on round X and the 2nd hit on round Y or simply getting hit 2x the same round, X) I tend to start investing in max health upgrades. You can maximize your leniency to prevent health-based upgrades by practice and playing patiently/smart. After you start taking hits routinely enough, I recommend upgrading max health so your healing can be amplified for relatively early rounds and you can invest in upgrades and waste time healing minimally. Upgrading max health does not heal you, that first health bar you have can be layered upon multiple times, JUST like the boss you fight. Damage is very important later game to shorten the fight, but health is important both for surviving/healing as well as learning new attack patterns and mastering your counter for them for later battles/playthroughs.

The (b)robot:
The robot is an interesting foe. He will visually use the same archetype every time, and although his coloration/art is unrelated to his behaviors, his movements very much are. But first, it's important to note that he gains 50 XP or so every round, but his exact amount is variable. If you take more damage (relative to that rounds start, not your max health across multiple) he will gain less XP because he is "doing his job fine", but finishing with higher amounts of health (relative to max and what you started out that round, so more max HP does not equal more XP) and to some degree healing can up the amount of XP he gains, sometimes reaching a bit over 50. Each 1% of health you take takes of 0.5 XP, but it is always displayed or rounded as whole numbers. More XP installs new attacks, upgrades, and increases damage/health, so keep your eyes peeled on that XP boost to judge what level of fighting he's at. Generally, if you get your ass kicked in a round, he won't change much the next round, sometimes being as low as 8XP or so per next round, so that would usually indicate very little advancement in his routines. For some attacks, he starts looking around, left/right back and forth. This indicates a fistful of moves, including teleportation, firing bombs, shooting laser boomerangs, and sine others. If he has energy flash around his eyes, he's charging up a large laser blast, and if he starts flashing colors he's about to clone himself. Although you can hit and kill the clones, hitting the original does much more damage and is a much better fighting tactic, especially because he sacrifices health multiplier to spawn clones. It makes hammering the original a must faster kill, exploiting his weakness of "offense for defense". If he starts shaking a lot, he's going to start doing dash attacks and moving faster, I dub this "twitchy mode"

The attacks:

Components:
Lasers - They move in various directions and cannot be destroyed except by colliding against geometry. Dodging them is usually easy, as they are small and slow.
Mines - Various types, they can explode in lasers, bomblets, or just plain explosion, they can be shot or collided to release their payload. Shooting releases them from a safe(r) distance and is preferable if they're blocking main areas of movement for you.
Boomerangs - Sticking, ricocheting, and wavering through the air, these things are a tad crazy, but still moderately predictable if you think a bit about it, which can be done quickly. Cannot be shot.
Pipe Bombs/Bomblets - These little guys can be shot to detonate at safe(r) distances, and bounce around a bit before exploding.
Homing shells - These guys lock onto you. They can detonate on contact with geometry, but it has to be either a prolonged collision or the head itself has to hit within about 90 degrees of sensitivity. Additionally, they can be shot out of the air, and are tricky to get the hang of and come in many types. I usually use a tactic where I jump off of a wall and fire backwards into the wall, hitting the shell as it follows my path and "skeet-shooting" it out of its path.
Laser waves - large waves of energy, will destroy bullets as they engulf them and are very hard to dodge, but a good jump or wall jump usually dodges. They can be fired in several patterns later game, and can be devastating.
Charge lasers - Giant walls of laser beam, engulf bullets. If the robot isn't moving he'll fire 2 short pulses during firing, same spot; don't be fooled by it. If he's moving a bit, he'll fire a short burst in the direction of choice, and if he's in "twitchy" mode he'll likely sweep all the way or most of the way across the screen with a continuous laser beam. If you can shoot around the laser, the robot can still take fire in this mode.
Teleportation - Robot teleports to a new location. This is usually followed up with a considerable array of firepower and weaponry, and if you're not careful he can teleport where you're moving and do melee damage. My advice: move where he just teleported out of, since he'll prettymuch never teleport to the same spot he came from. If he's areal afterwards, start firing a barrage of rounds upwards to hit him, stop any incoming fire, and generally keep his movement suppressed with fire.
Shield - the robot maintains a barrier, can change direction later game, and it CAN be shot through but also hurts to get hit by, keep an eye out.
Laser sweep - robot fires an up/down "scan" of lasers in front of himself, very easy to dodge, remember to keep your distance and let the bullets sort him out.

More about colors: Almost all attacks will reskin to indicate a higher level of damage, proectiles, and so forth. This happens as the robot levels up and is to take note of.
More about mines: Mines come in 3 main types.
Pipe bomb mines, which are purple/shiny and explode in mini pipebombs, higher color quality means more pipebombs.
Laser mines, can explode in various numbers, directions, and colors. Higher color means more damage and more spread.
"Tri flux capacitor mines", they look like it, let's face it. Usually a purple-y color or blue and very weird shaped, they just explode, and explode immediately. Although some mines can be bumped into and dodged if their projectiles don't spawn on top of you, these mines will not be so forgiving. However, shooting them is a very easy method to take care of them, no after-debris or anything to clean up.
More about homing shells: Homing shells come in a few varieties, just like mine counterparts. Keep note of a little beep-y tone made as shells are fired. This is a key signal to head off the rounds with some well-placed bullets.
Pipe bomb shells, they're very fat and shiny/purple once again. They explode in a fistful of pipe bomblets and although easy to shoot, are messy to clean up. Deadly en masse, and higher color = more bomblets.
Laser shells, small and agile, these guys will chase you around quite well, and after being broken explode in a small spread of lasers, similar to their mine counterparts. Important to keep your eye on and keep managing the mini lasers spawned on detonation.
Shell shells, very small like their laser counterparts and purple like their fat counterparts, these shells are like the tri-flux mine versions, where they explode on contact. These are both one of the most common homing shell designs and one of the deadliest, if not the. Being fast and agile, they are hard to head off if you're inexperienced, and much like their mine versions are VERY unforgiving if you get hit by one. Remember to combine fast-thinking parkour, great timing, and well placed shots to head these guys off. They turn well and usually follow your exact route, meaning it's hard to rely on geometry-based detonation, your best bet is a good shot. Their turning, however, is also their downfall. Since they pursue you so well, firing backwards to where you just were is a great way to shatter their plan of attack... besides, who knows where you've been better than yourself?

This is my general strategy and breakdown, and I love this damn game... a real masterpiece. You may find things that work better or tricks I missed, so do some thinking for yourself as well. Good luck, have fun, and kill damn brobots with broads of lead with your bro when you bro-down in this Brah-drenaline loaded shoot em up!

...
Bro pun.
Laser shells, usually a pink color and

TooDX responds:

Lawl at that last line. Thanks for so thorough a breakdown WCCC; I couldn't have said it better myself. You should do a Let's Play overview! We're really glad you loved the game - have you found the secret yet?

This seems like something is amiss, but I don't know what. I'm just gonna run through some pros and cons real quick to start things off:
Pros:
-Good soundtrack, albeit a little repetitive after a while.
-Nice, clean art style that seems fun-for-all-ages
-Lots of content and a solid dose of mechanics, as well as running virtually bug free.
-Well programmed physics and mechanics that are key to a well-polished platformer.

Cons:
-Music is insanely loud. I had to set my volume to a fraction of its otherwise lowest settings to get this down to "somewhat noisy" sound level, which is something I don't have to do, even when on newgrounds (which tends to have high volume)
-Concept didn't feel too original. To explain on this, this once was and to some still is a fresh concept, but to the degree of how long it's been around, how frequently it's used, and how its originality is kind of what leads it to be chosen often. You did, however, but a solid spin on the concept. even if it was mostly cosmetic and for how things transitioned. All-in-all it functioned nearly identical to its counterparts when the day is done.
-Absurdly, outrageously difficult at times. As a guy who's decent enough at platformers, I have a solid objection to how it makes the player combine multiple, individually improbable elements and ideas into one marathon of continuously super-human precision. Some levels were moderately challenging, some simply required a new way of thinking out the path, and some simply require employing tricks that borderline on "exploit" or "quirk" to get them to work (for instance, having one character ram their head against a platform to halt their horizontal friction, so the other can make a jump without dooming the first) Additionally, the way momentum affects air control and jump distance seems really abnormal, somewhat unpredictable, and very high in demand for some of these. Would set myself in the thought process for making the first or so jump in some levels, and even after trying to consciously compensate and noting what happened the last time and time before that, would fail to make the same, seemingly simplistic jump a few dozen times alone. Don't think I had the motivation or precision to make it past the 13th or so level.

All in all this is a workable product, and maybe this point of over-difficulty is either too biased or is just something about this game not clicking with my platforming bits of my brain, but either way it seems to provide a product with moderate entertainment that is produced almost exclusively from inhumanely precise challenges. This is hardly saying anything in the world of gaming though, and even proves successful in many cases (demon souls, so forth). To me, these select points of generating interest and fun are prettymuch null, but it seems many others are getting a kick out of it at least.

7/10, 3/5 ~WCCC

komizart responds:

wow! really big comment, thank you man

I feel this is a tad overrated due to fandom. Bluntly put, this wasn't necessarily entertaining (to me), or really engaging. I am a doctor who fan, of sorts. Watched a hell of a lot of episodes, but there isn't really any magic here for me. Various minigames that were ill-explained and random, dialogue options that had no effect and the humor was pretty flat, and a graphical style that even battled a solid dose of the function. This isn't worthless. It is a functioning game, a decent tribute, and a consistent and acceptable art style. For the sake of running and looks, it was fine, but it lacked the magic that should be present in a good game, which negates almost everything else it had going for it.

I'm not trying to be a dick, and I'm not going to score it unfairly like a dick, but I feel this could need some looking into as to what pulls the player in. This is, afterall, an alpha, but it'd have to be a pretty serious shift in mechanics after the alpha to become something that draws people in and engages the player.

So-so, not horrible by any means.
6/10, 3/5 ~WCCC

Immudelki responds:

No problem, you're not a dick as soon as you explain your feeling, and you're doing great, so thank you ;).
On the humor side, well, that's the most tricky part since it depends a lot on the players, some like it, some not, we won't be able to change it a lot :/.
On the minigames side, we will improve this, surely. (ill explained, not sure what you meant, too much explained, not enough or in a bad context ?) - by the way the help button will also have some use in the final version ^^.

Dialog options had some effects on the ends of the scenes or next dialogues, but not completely on the course of the game, and it is planned that with more game scenes we might add, the more roads will be available depending on your choices ;)

In the end, of course, engaging the player is the most important part, but feels also the most mysterious for us to achieve, especially for a narrative game. I assume that with more consequences on what dialogs you choose, it will help a lot to engage the player. As well as better sounds and musics, which will provide more sensations. So we're on that ;)

Thanks again :)

Um, it's not completely without value. It is a working game, and provides its own challenge, but polish seems to be lacking at several points. For the sake of hopefully providing some positive insight, I'll list off the ones that stick out to me:
-No sound. Or Music. If you're not used to working with audio these can be hard to procure or install, but they are very key to setting the ambiance of a game. Players are gifted with sight, sound, and thought as their 3 real sense for a virtual environment, so completely leaving out one of these is a major blow the game's impact and environment.
-Window size seems non-relative, especially seeing how it quite literally breaks the bounds of the player area. This isn't so bad, but I suspect this could get weird depending on monitor size and ratio.
-Intro and main menu are basically nonexistant. We're given no major backstory (though this is not always necessary) and the controls and mechanics were very "get your feet wet". The controls seemed odd as they were limited to A D and space. Complete WASD, AD and say Z or X, or even options for all of the above and arrow keys would have made more sense, and generally fits a larger range of player tastes.
-Controls and physics are a tad weird. I should explain this one well I think. It seems the way the player jumps and runs are very separate, in fact, they also feel like very separate physical states as well. Jumping simply holds the current velocity of the player and adds some upwards movement to it, and this does, for the purpose of jump, work. However most major platformers also tend to install "air control" (The ability to alter or influence one's aerial velocity) or have running and jumping seem fluid or combined. The way jumping is and the way it is required in this mini-platformer seems very rigid and unnatural, or at least in the realm of gaming. The way players stuck to ropes with just the current height being used as a stick-point relative to swing. Considering combination of fireballs and no further controls except releasing post-stick, this was counter-intuitive as well as really awkward. I would incorporate W & S for that maybe, if you insist on a non-WASD control scheme for jumping, this could work better in-combination.
-Little devil fire dudes rising in the back. I assume this was a finite time limit being implied, but this was neither explained or very well demonstrated.

This is, for most purposes, a functioning, relatively bugless, and style-making game. These are all good points I want to re-emphasize because these are things the game has going for it, and are important in that sense. What stops this from being a great game instead of an OK one though seems to be the fluidity, the polish, and generally the incomplete ambiance of the game.

I think this is the start to something truly wonderful, and it is anything BUT a waste of time to continue pursuing things of this style or layout. I really see a lot of potential laid down here, and think you should follow-through as best you can. For now though,this remains a solid "OK" label game. Hope to see more from you in the future, cheers.

6/10, 3/5 ~WCCC

farfromsleep responds:

It's actually got sound and music, but due to some HTML5 limitations with the audio system it'll only play on certain browsers (Chrome definitely works, but Firefox can be very flaky with HTML games).

Apologies for the relative lack of polish, it was entirely put together in a few days after another project fell through, as I still wanted to release a little something for xmas. Think of it more as a playable xmas card than a full-featured game.

The fixed jumping is a deliberate part of the design. If you check YT videos of the game "Hunchback" (or if you've played similar stuff like Pitfall) you can see the inspiration. It's meant to be a throwback to early (pre-mario bros) platformers, with the set jumping patterns, fixed lives, slower pace and limited range of movement. It's definitely not to everyone's taste, for sure, but I felt modernising it too much would remove too much of what I enjoyed about those games.

Some fair comments about aspects of the controls, I'll try to tweak those a little for later versions (update: changes have just gone live). Thanks for taking the time to offer such a detailed critique, I appreciate it!

Interesting... but maybe not the best. Played through illiterate first, did that fine other than the fact that a lot of the challenges were utter bullshit after a while. Played through crippled and did that easily, though I think the sex slave theme being implied was overdone and just got moot and depressing above anything else. Then I played (nearly) blind and proclaimed "fuck that". I honestly don't think it's even remotely practical. First double fireball I even had to encounter I must've tried at least 30 times with a half dozen or more different timings. Tried listening to the rhythm, which was intentionally deceptive and parasitic. Tried picturing the sync of fireballs. Tried consciously noting the timings that didn't work. Played with jump height. Even made it a single time then missed the ensuing one block platform and decided my bullshit-ometer had had it up to 13/10 with that shit.

I get this is difficult, and some of the underlying ideas are actual rather artistic statements I myself had pondered, and the nonlinearity, concepts being employed, and raw fact this was done in so little timeframe are all very nice effects and touches.

I have 3 complaints with this product:
-Artificial difficulty being employed excessively. The idea that is here is obvious, and the relation to various disabilities is fine, but the extremity it reaches coupled with the fact this is already a very challenging platform at its core is simply outrageous when put together.
-The player is given almost no incentive to keep playing. Maybe this is another underlying theme, as it very well could be... but the dark, depressing world... hard levels, nutty artificial difficulty, and any point of victory constantly being spat back in their face really just demotivates the player. If this was an intentional underlying theme, I still think it was overkill since it immediately conflicts with the idea of playing a game for thrill.
-The content is racy. I find it funny that I have to couple almost every major complaint with pointing out the distinct possibility that this could double as an artistic effect. The content is perhaps a tad extreme in the points that could've otherwise been perceived as only mildly or potentially offensive, that seem to force it into the point of more overtly offensive to key groups. This is submitted on newgrounds, so it's not exactly like it's gonna turn heads or stand out. Artists making these exact stances against censorship and shifting what's on their palette to appease others is exactly what defines newgrounds in a couple of categories, including both pissing said sensitive groups off and also portraying the purest level of artistic thought seen perhaps anywhere on the net, and has played majorly into its history. Once again, no one's gonna crucify you for this, but I could honestly sympathize with a sexual assault victim or paraplegic that gets a little anxiety'd about this.

This is at many points a very good product, a very seamlessly designed game, and a very artistic set of ideas and statements being portrayed, totally forgetting the fact this was produced in such a small timeframe under select conditions. It simply just isn't my cup of tea in several areas and I think is overkill in some of its aspects... but it still deserves a solid score.
7/10, 4/5 ~WCCC

Well that was odd. Really unique concept and I love this... but after submitting it registered full beard. So that. Gonna confess I'm docking a half star for being a tad buggy. There seemed to be some lingering or glitchy particles, upon submission it removed all my changes, and the undo button isn't perfect. If you waved the shaver into empty space and trimmed a tiny particle next to previously shaved space, it will restore particles that were removed by a previous cut, that your brush hit with only by coincidence.

For 48 hours? Not f*cking bad at all. In fact, really good and I love the unique concept employed. Amazed at some of the fun stuff coming out in 48 hours here... so congrats on that.
7/10, 4/5, ~WCCC

I got more hobbies than you got swimmers in your nutsack

White Chocolate Chip Clock @WCCC

Age 30, Male

Job Worker Person

Newgrounds.com

Joined on 4/26/07

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