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gnome42

57 Game Reviews

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It was worth playing, but it could've been better

As everyone's already mentioned before me, the difficulty curve is a bugger, as well as the item pricing..
The hardest part of the game is the stone head, where it attacks so frequently and with such knockback, there's nothing you can do but run while your allies kill it.
The easiest part was the skeleton king--I grinded there for at least 7 or 8 levels..
Also, after level 30, it's nigh impossible to level up without some serious grinding.
It's ridiculously hard to buy anything (money is so hard to come by) until maybe the end of the game, where the +80dmg weapons cost just a bit more than the +20 ones earlier on.
Erm.. King Saul was actually very easy also, because of the upgraded weapons, and the maxed orb/nova.
I haven't actually played hard mode yet, but seeing the other reviews, I'm not looking forward to it..
Uhuh... let's see... that's about all I found bothersome with the game. Oh, the hilltop was also very difficult... especially that one level with 5 or 6 resurrectors scurrying around.

But besides all those negative comments, excellent game. I got my dragon grown relatively quickly (all my food went to the dragon), and so the game was a breeze after that (I like relatively easy games, go figure)--it wasn't too repetitive, what with new enemies and such, but the power of the allies and the difficulty of the enemies sorta just lead me to run around while they were killed by nova and firebreath. It was also kept interesting by the weapon upgrades, and the
'optional' storyline.
Er.. I didn't really understand the end.. the dragon was evil, and we were supposed to kill Blaze, or something? If so, why did it suddenly change from a 'upcoming chapter 2' to an epilogue, and then offer to let you continue playing...?

Anyhoo, good game, and it was very entertaining.
My only suggestions are that you toy around with the numbers a bit, namely the prices and the attack/defense stats (I know how hard it is attempting to set good stats, though..). Erm.. ohyes, maybe some additional character development?
That's all. Thanks for creating such a great game-- :D

For the first medal, keep getting the red gem.

It wasn't too great of a game...
The link to Newgrounds during the intro doesn't work..
I also had trouble with the spoon... because the regular one looks rusty, and it's not specified that you need a rusty spoon when you talk to Salad Fingers.
You're also generous with the medals... 3 just for completing the game.
The font isn't pixellated... this takes away from the game.
That one piece behind Darnell wasn't included in the candy count, but it makes Pico die because he just so chooses to eat it.
I don't have a problem that the game is pixellated, but the way you chose to do so irritates me; you used different sized pixels in different objects. The chair uses large pixels for the structure, and small ones in the shadow. Salad Fingers' eyes have small pixels (as pupils), but the rest of him is made with large ones. You used gradients in the map and the mirror. You even rotated the candy, and added a glow filter on the movement directions. Also, the objects were laid out in a manner that completely disregards the pixellated style of your game.

Be it "A PIXELATED GAME", it is not "A GOOD ONE AT THAT". I'm sorry to say this, but you're correct: money will not buy back the time I wasted...

It's good, but contains quite a few glitches.

I had the same problem as the guy a few reviews below me; I wouldn't ever reach the Action phase in this version, I'd just move and it would be the enemy's turn, so I played it on ArmorGames.
It's a pretty good game from what I can tell, but the battles are weighted against you from the start, and they do get tedious at times. I mean, it's not a bad thing; a lot of people are sure to delight in this gaming style.
A few glitches I noticed though, besides the one mentioned above, were that in one battle I had to walk to the end of the board until the Victory screen came up (the first bean battle), unless that was the objective, getting to the end of the board.. though nowhere else did I need to do that.
Also, when interacting, if you're in movement when you press Up, the characters continue their movement animations.
As for the tutorial, it was only 'how to kill a weak foe', and didn't explain anything else. I mean, some people don't need a tutorial for that, but it would be nice.
Also, I don't understand why the intro and tutorial had voices.. are there any cutscenes that are voiced? I didn't get that far.. but still, the tutorial didn't require voice, and to only voice that part made it slightly awkward.
I didn't really get too far to notice anything else.. maybe I should switch the battle difficulty to easy, hum.
This game could have been much better, but some aspects just weighed it down. But overall, I can see you put massive amounts of work into it, and it's too bad this game has such a low score (probably because of the difficulty, or the Action phase glitch)
Oh, in case this helps in debugging, I run Vista Home Premium x64.

I liked the first two...

In the beginning, you're in a black and white dream, where you can click to activate various forms of colour. A grim, foreboding door opens, and of course, you enter. Inside the 'nightmare', there are 3 pointless 'horror' scenes upon entering certain areas for the first time. These make no other entry anywhere in the game, and don't alter the plot at all.
Next, you wander around the rooftops and sewer system finding things to click. I liked the gruesome twist, how instead of a reward you were given a nightmare, symbolizing the troubled weakness the character is going through.
I also liked the -idea- of the chamber of nightmares, but it was so very tame; you merely scrolled through an endless tunnel, while it communicated the nature of nightmares to you. Furthermore, there were some barely coherent ideas randomly scrawled in (She is gone), what? And you could simply walk out of the tunnel at any time.
Nothing else in the game makes sense to me, either. One room features a little object, whose sole purpose is to tell you in which direction some arrows are pointing. It's a completely obsolete status indicator.
Upon entering the sewers, out of nowhere, you shoot beams of colour through the air and into a light box, causing a small rock to hover over your head. And then you click the moon, and the game is over when you enter the tunnel of nightmares once more, which was defeated by the paint blobs inside the moon.
The part that annoys me, is that the game is all over the place. I already described it, and I'm not sure if you understand how I feel. You crammed what could have been an amazing plot into a few small areas, and each frame communicated several conflicting and uncalled ideas.

There are multiple ways you could have made this game, but this is just one way you should not have chosen. The happy colours are mixed in with the gruesome ones, and the extreme scenes are obsolete. (the floating rock, the nightmarish intro scenes). I still don't understand why the breaking of the moon brought around colour, either...

All in all, I preferred the other two.

SilverStitch responds:

Do you honestly expect your dreams to make sense?
Yes, I too prefer the other two, but such a theme in this world is something I wanted to touch upon. I know it is outside what is normally the B&W world, but it shows somethign further into our protagonist's mind. The 'little object' is a puzzle, a side-puzzle not needed to complete the game, but one none the less. Maybe you should try and work it out?
The world is supposed to be all over the place, a mess, because nothing does make sense in your mind. If I confused you with it, my job has been completed.

Not a bad game, eh.

It was pretty good, entertained me for about a half hour. At first it was very tough trying to figure out the puzzles, but once I realized how to find a starting point, things got easier from there-meaning the hardest part was in the middle.

I like how the puzzles didn't become a game of guess and check, also, though when you don't guess, the game is pretty easy. Nonetheless, it was a very nice game, and uh, yeah. Fun and all. It's nice to have something good on the front page, besides the latest gore and/or shoot'em'up submission.

it was okay, but..

You die waaaaay too easily. I know many people have beaten this, which means it's doable, but it's so painful to play through the whole level when you die at the boss..
Even during level 1, I was so irritated about having to play through the entire level again because I was a single pixel too close to a wall.. I get the concept of glass fish, but glass shouldn't be that easy to break, y'know.. I was especially irritated about having to restart level 3 EACH TIME I DIED. I laid an egg, y'know, that's what they do.
The boss is ridiculously difficult, what with the "touch anything and you die" rule combined with "I can fucking breathe fire and make it rain giant balls of death" factor.
Last I checked, fire didn't break glass, in fact heat is used to *create* glass..

Yes, yes, I'm just letting out steam. Honestly though, add a difficulty setting or something, because it's ridiculous. It takes two minutes to go through the level, and about 2 seconds to get hit by a stray projectile and explode.

It's actually a realy addictive game, but uh..

There are loads of glitches, really. Sometimes in mid-air I get crushed by a block that's still falling, and other times where I should be crushed, I can just dive/roll out of it. Other times, the dive/roll doesn't work where it normally should..

The walljump also is kinda useless.. there's nowhere you can use it, since the field is so small and rarely are there any walls you can jump off, in which case it'd be easier to just dive/roll onto it and jump off. The delay between jumps is too long also, considering the field is always crowded..

Er, about the controls, I'd really like them to be customizable.. these current ones are annoying, at least for me..

Overall though, it was fun to play and it was a great way to kill 30 minutes. I got 179 seconds before I accidentally jumped off the edge. If you do make a sequel, I think if you have it in the setting of part 2, you'd just need to keep climbing blocks to reach the top. Because uh, I enjoyed just climbing blocks, but sometimes I'd miss and fall back down, hum.

It was a really nice game..

It did remind me as well of The Majesty of Colors, because of the narration, the graphics, and the multiple endings..
Just one glitch that I found: I started a white adolescent dragon, healed the wizard, and became the remote watcher after healing everyone (into zombies, heh). I took the second flower (as the hero) and then went up to the dragon. I dropped the flower, picked it up (before the dragon could get to it), jumped at its face (the dragon roared), and then dropped the flower again (the dragon swatted it away). When I went back to pick it up, all the controls stopped working, and nothing else happened..no narration, no fight, etc.
I was hoping to befriend the white healing dragon :(

Eh..

This game wasn't that great. It's EXTREMELY repetitive, and I wonder why almost nobody else has acknowledged that.

I mean, the original Sonny was good, it had an interesting story: you wake up as a zombie, you're in extreme danger, a blind old guy helps you, he dies, you go out and seek revenge, you meet another zombie ally, and you fight together to destroy the ZHCP and find out the secret of the tape.

In this one: your story picks up where you last left off. You and the other zombie are fighting, you get weak, 2 zones later you kill the zombie king, everyone's happy.

Sure I'm not going fully into the story (if it can be called one), but the game was awfully repetitive and boring, and I couldn't bear to play any farther.

3 classes, great. They're all similar, except that they have different skill descriptions and different status effects. It was a weak attempt at making the game interesting, sorry.

As for the gameplay, it was exactly like Sonny 1. You click one circle to shop, one circle to train, and one circle to do real battle. In the battle, you choose different circles to attack: place 5 of your strongest move in your skill menu, and a couple status effects. Repeatedly click available circles. Move onto the next zone.

The "story", if it can be called one, was mainly "Oh, no! An enemy official! Kill him!" It didn't really go far beyond that. Some cutscenes (unrelated to the main "story") would have been nice, to make it more like a movie than a repetitive mouse-clicking game.

The most annoying part, for me, was that I trained for 10 rounds before each battle just so I could get on par level-wise and equipment-wise. It was all unnecessary anyway, since I couldn't even force myself to finish the game.

The "Improved AI!" and "Fully voiced dialogues and cutscenes." really don't add to the game. It's like decorating a garbage can with glitter and paper streamers and presenting it to some company (sorry for the awful analogy, but it's the least offensive one that comes to mind). I mean, in this case, the "company" is mostly 8-12 year olds whose small minds can't understand the concept of a decent story or gameplay, but only see the amazing graphics and the fast-paced action and killing.

Of course, I don't mean to completely bash your game, it's really great, and I couldn't hope to make something like this, but the low score and long essay of the faults were just to get another point of view in here, I guess. Most other reviews are just blindly complimenting your game making skills, saying how much they love this game, how it's the greatest game ever, etc.

If you decide to make a Sonny 3, please consider this review. It probably wouldn't be worth your time, since 95% of people who played this game enjoyed it, and it's no use spending months extra to satisfy that other 5%, you wouldn't earn much more money or self-accomplishment, really.

Anyway, thanks for reading this, and I'm sorry if it was just a waste of your time.

Krinn responds:

It's not really possible to please 100%, but I'd be damned not to try :) A lot of people are asking for Sonny 3 now, and at first I thought I should do Sonny 3 the way I've done Sonny 1 and Sonny 2.

But then it occurred to me that what people THINK they want might be different to what they actually want...

sure, great, yeah.

Eh. The medals are getting slightly annoying. Don't Kongregate and ArmorGames give them out too? Whatever. The only one I couldn't get, and never will get, and never will TRY to get, is Click...Click...Click... because I hate slider puzzles. They're awful.

What is this.. I don't even use it.

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