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Age/Gender: 18, Female
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Latest Flash Reviews
(Warning, review will contain SPOILERS of the game. Review will also be very lengthy and blabbering)
That was one of the most wonderful games I've played, and it's mostly to do with the nifty ending and clever plot behind it all. I've never come across a game before that adresses these creation, reality, limitation and freedom issues. Whenever I've played these exploring or point and click games, I always firstly try and see how far I travel before I hit an edge, trying to see how far I can stretch the boundaries before having to finally admit the limitations of a digitally created game world. Indeed, I'm always curious to the lives and world of the characters in the game, and when I immerse myself into the game, I tend to perceive the game world and the characters as real, for I am now temporarily living in this game. And so I also like to stray away from the main story of the game, wondering off and seeing if I can run away from the fixed plot and in a sense break free from the boundaries of the game to explore the world/town that is in the game freely (evidently, this all proves impossible in a virtually created simulation). The point of the little comments that were inserted into this game prior to the wizard really surfaces after you find out the main reason of this game. The whole 'the barrel exists only for the sake of decoration in the game' and 'don't stray away, stick to the plot to apparently save the world!'. If it were up to me, I would have picked that flower, investigated the eyes that was in the cell, questioned the guards and bulbous george about their backgrounds ('so, how did you sign up for this job?'), tried to locate the occupant of the deserted bedroom and even run away into the open meadows and wilderness at the first chance of freedom (this was really my first reaction when I went out of the building....'I'm free! Run awaaaay! Screw the saving!'). But of course, Dave is bound under the control of the game, and must stick tightly to the designated plot. The utter naive look Dave has about him and that 'whee I'm jumping!' look adds to the whole idea that he really has no idea of what his existence really means. I found the ideas very clever and relatable.
Another reason I liked this game was the old school style of the game. I really like the old point-and-click games, and I thought the style of the graphics were really nostalgic.
Well done, and thanks for bringing us such a lovely game.
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I think I feel a steady decline in your newer games as they come out. I really enjoyed your first couple of games (love dating sim) and I really liked your style. But I feel your newer games aren't as sophisticated or up to the standard of your earlier ones.
For one, I think the 'training' and 'fighting' system isn't really good. This is also with the Moonlight dating Sim. The graphics of the enemy/bubble head and the way you fight is a bit dodgy, simplistic and makes it seem cheap. The fighting-wild-beast was ok, probably just need a bit more refined graphics, but the training was annoying. I know this probably isn't your forte, but if you can't really come up with a more effective way to approach the fighting aspect in the future, perhaps it'll be best to stick to just raise training levels by simply clicking a button and deducting hp.
In your earlier games, you included a bit more interesting things in the game, for example more items, clothing, make-up before date, film for photos etc rather than just talk talk talk, work work work, gift gift gift, level level level. I know this is a different type of game, but it's those small variations that make the game more interesting and not monotonous. The background and level of detail in graphics also seem to be declining... the love dating sims were so cute and appealing! Dress it up a bit more! The endings in this sim are also more... bland. And I know you're just trying to be funny and casual with the little comments in the game about ...how 'Bomee's lazy, therefore I'm underdeveloped', the 'I choose you now' or some other similiar pokemon inspired line, etc, but they get a little tiring after a while and kills the mood of the game.
I like the idea of your plots, as they've so much potential, but when compared to your earlier sims, I think this and the other newer ones are a little plainer and more boring.
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I really love your 'Daymare' games. The style of it is so unique and enjoyable! The semi-freaky feel to the Daymare towns make the gameplay so thrilling, although I really love the black and white squiggly people (I find them quite cute actually. And the bird, the birds are cute too :D). I liked this one more than the first one as this was longer and was a bit easier to figure out.
I hope to see another Daymare soon!
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