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KrunchyFriedGames

142 Game Reviews

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Wow, this is the best intro I've ever seen on Newgrounds! The presentation's just fantastic, I love the humour and the screen tapping robot.
The game is... confusing me a lot (and my maths isn't terrible). I don't know if it's because it's late and I'm tired, but I was struggling to work out what to do. It took me ages to beat the tutorial, and I got to level 8 more by accident than design.
I'd be really interested to read other people's comments, and see if it is just me- it might be!

MartinJacob responds:

Thank you for your feedback! About the game rules, you have to keep reaching the current level's objective while keeping the balance between all 4 colors. The cards are used to add or multiply values already present. You get bonus cards when you balance colors perfectly or place buildings next to grey ones (that appear randomly). Let me know if that helped!

I like some aspects of this- the cheesy 70s action movie presentation was pretty good (at least, that's how I saw it), and controller support is always appreciated. Big problem for me was jumping as it seems down to chance rather than skill whether you land on the ground, or on a currently offscreen baddie or hole. Reloading was a bit tricky too- quicky mashing the d-pad seems to work best for me.

Cool little platformer. Controls can a bit slidey, especially with the narrow jumps, but it's nice to see something like this on Under Judgement. One bug(?)- when I went to 'how to play', I couldn't leave. Might be me tho- I'm very tired!

ShxdowCorey responds:

I’m glad you liked it, also to answer your question, you have to press backspace to leave

Pretty good. Simple but I like the art style/ music and the way the level design gives each section a different feel- I wasn't expecting underwater bits! This would definitely feel at home on the GBA with its resolution. I've got 4.70 and 4 gnomes so far and aren't sure where to go- I should probably have drawn a map...

So, is this kind of a sandbox taster at the moment? I had fun jumping around and testing the weapons and things- or maybe there's more to do and I'm just bad at it!
It definitely has a solodev feel to it, but a bit of roughness isn't necessarily a bad thing for an indie game. Biggest improvement you could make would probably be the movement- the guy feels too clunky to be a match for the traps. Possibly some weighting, ducking and dash-jumping would help (there may be this already but, d+shift+w is a tricky combo for my fingers) as would controller support.
It's definitely got potential- look forward to seeing more.

TenshiHeisei responds:

Thanks for the feedback!
Yes, it's something like one-room sandbox. I agree with you that the movement very clumsy and difficulty. I really want to work on faster game dynamic in the future project ^_^

I agree with most people are saying about this. It's really cute and well presented, but I'm on wave 18, and nothing new's happened since the big snails started attacking. I'm losing hope that I'm going to face a giant slug boss soon!

This is really cool. I do the puzzles on Lichess but this is making my brain hurt very early on (or maybe it's the heat... I'll blame that). It's not too much to look at- but the graphics do what they need to. I'm on lvl 7 so far, and my only suggestion is that a way to automarch the pawn down with the rook (or any other given piece) might be good, as this slowed the game down a bit. Definitely one I'll come back to.

Wow, I'm... very confused. Cool game, but I couldn't get past the big Among Us guy on level 2. Tried shooting him but he was just outside the screen.

Very rough (especially when the camera shook at times), but inventive and worth playing for the Flintstones intro song alone!

Pretty cool. Definitely has potential to be the 2nd most famous ZX Spectrum lawnmower game! The presentation's very good- and I liked Hane's comments. If I have one criticism (apart from the lack of SFX), it's that there wasn't enough going on with the gameplay for my tastes, and seeing all the grass did feel a bit like a chore (which is appropriate enough, but still...). The surreal, crazy-girl dialogue (always the best kind!) motivated me to get thru 1-2 and 1-3, but she was missing in the next two levels. I do appreciate you being generous with the hit boxes though.

Simple, but I enjoyed the comments, and the character moves pretty well. I've currently lost the will to keep kicking the box around amongst the spikes tho!

KFG are Manchester's premier developers of quirky and intriguing story games. Possibly. I can't think of any others. We are Dom (creative) and Mike (technical). Thanks for stopping by and please follow if you like our stuff.

Manchester, England

Joined on 7/13/17

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