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Butzbo

39 Game Reviews w/ Response

All 112 Reviews

Pretty fun execution of a simple control scheme that gets really challenging due to the evolving level design. this goes especially for the levels where you're forced to make sharp turns, or even learn how to lower your overall speed by rotating on a particular rhythm or boosting on the opposite way for lack of a 'brake' command.
I liked how unique the boss levels were. I managed to get to the snake boss which I found pretty brutal as an endurance, but seems manageable with enough practice and patience.
Good work!

RIDETHEPIG responds:

Thanks! I made the Master Coil a little easier, it seems like lots of people are getting stuck there.

Niice, good job on one more fun and creatively desgined quiz!!
Even being familiar with the original quizes, It took me a while to figure out a few of them (the duck one was my favourite), also I liked that 'meta' question regarding the appeal of a 'Flash' (an actual .swf!) in late 2017.
I managed to reach the end; didn't figure out the last bit with the lights, but I'll be back!

Also, looking forward to the Halloween special (the question doesn't count!...or maybe it does...)...

Splapp-me-do responds:

Thanks so much! Who knows... maybe a halloween special could happen!

That was a fun experiment! the first seconds it was pretty confusing, but the controls became somehow inctuitive after a while. As others mentioned, I did died at the very beginning of a stage just because I didn't know what was going to spawn.
Maybe this would add unwanted complexity, but it left me thinking if there could be a function where you could click with the mouse to hold still while shooting, or something like that for tricky spots.

StuffedWombat responds:

thanks :)

Yeah, originally you had to press the mouse to fire, which also made you much slower!
I removed it because I like suuper simple controls, maybe that was not the best decision ;)

Its a fine byte-sized platformer, I think there is potential from their mechanics, it was fun to improvize air combos given the mobility you get by punching in the air and having an additional jump.

On that same note I did have some issues with the attack moves: since the punch also works as a 'forward dash', it leaves you really exposed to enemies/hazards (especially if they come from above, and also agains the 1st boss where it just keeps running towards you) it left me hoping for more variety of attacks, like an upwards/downwards hit.

Vidsneezes responds:

Thanks for playing Ultra Zultra!
Glad you were able to figure out that (kinda) secret extra jump.

I feel you on the more attacks bit also. When i was making it i really wanted to have a second punch, a drop down punch, and an upwards punch.

One more thing on the punching, while in air if you hold punch you actually go into a punch glide killing anything that hits you and you fall a little slower.

Oh well, it seems like I missed...
Anyway!, this was a pretty entertaining piece of narrative media, I liked how the script was structured and linked to the duels (and the 'gesture' of lowering the mouse to grab the gun was a nice adaptation), and, while short, it worked nicely as a compact story.
I find this to be a pretty unique format for storytelling, would like to see more in this style.
Good job!

Emptygoddess responds:

There's lots of really old really good 'photo realistic' adventure games. You should take a look at them if you haven't. The Journeyman Project is a good place to start.

This has to be the among the most vertical game-slices I've played in quite a while!
I really missed a bit of sound, but It was fun to follow as a stand-alone and 'self-aware' promotional piece.
I'll be checking for moar aswell.

Mammothtree responds:

Thank you very much for playing!
Moar is coming i assure you, with sounds and the whole shebang!

Phew! glad I could finish it on the 50 min mark.
Overall a pretty entertaining though game, I got this early reaction of getting somewhere and thinking "man, this looks pretty advanced, there must be an alternative path", but no, that was the path! It required a lot of practice but it was achievable. The whole game had me on the verge of quitting due to difficulty but just then I could improve enough and beat the segment.

Still considering the difficulty, one issue I had was that the spear-bouncing segments (before getting the gloves) was the hardest part of the game for me, having to do with how precise the collission had to be, and the fact that approaching from the side had a really limited hitbox, otherwise you would get hit and fall to your doom, but in contrast, the later segment before getting the 'cape' was surprisingly easy, difficulty has its subjective side, but just out of curiosity It made me wonder how was the testing process to determine the difficulty.

That aside, great job on a short satisfying game (being able to play with one hand was also a plus!)

esayitch responds:

Hey! Glad you enjoyed it :)

Regarding your question: The game was designed with mobile in mind as well as flash, and tested mostly on Flash. That said, I knew that due to the sometimes finnicky controls on mobile, and the nature of the wall jump, that difficulty of the last area would need to be toned down otherwise it will be nearly impossible, so that's why it's easier than the glove area, when played using a keyboard (no issues with the controls). The wall jump is also less than ideal on a computer, so there is that.

Thanks again :)

Nice little quest with some fun stuff to read and watch, the animated segments with their own OST added a lot to it complementing the more simple look, and I liked how you had to go back to the chicken house to get the final piece. It left me wishing that there were more 'puzzle' elements on it, but that can go for another project :).
Good job!

Gerkinman responds:

Thanks Butz! The length and lack of heavy puzzles is something I wrestled with throughout development, but with the game taking as long as it did to make (almost entirely due to my work schedule more than anything) I am still really happy with what I did manage to pack into the game. Its definitely something I will be trying to improve on with whatever I make next.

Helloe! I'm a 2D Animator from Chile, and sometimes Game Developer (actually, Newgrounds got me into animation!) I post some personal cartoons and drawings every once in a while! Cheese and lizards are cool too. Bzzzztt!!

Antonio @Butzbo

Age 34

2d Animator

Santiago, Chile

Joined on 9/13/06

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