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If you know it sucks, don't submit it to the portal. If you know it will be blammed, don't submit it. If it's your first, don't submit it. But if you do, I appreciate the free blam points. :p
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All Flash Reviews
100 Reviews | 27 w/ Responses
"Disappointing amount of new stuff for a sequel."
It's still a good game, but it's plagued by the same major problems as its predecessors: it has no replay value once you figure the levels out, and it's still pretty easy to miss clicking the 'reset' or 'next level' buttons and accidentally fire another stickman. (This game actually can exasperate that problem because the menu keeps wandering around between levels.) As I said in my reviews for the other games in the Ragdoll Cannon series, it could be greatly improved with a level editor (with a way to share levels), and if the next level button had a hotkey. Since it's a full sequel, there's no excuse for not implementing at least one of these features.
Speaking of new features, this one has almost none to speak of. The main difference is the new graphics set, which isn't much of an improvement in my opinion. At least it has one new feature in the moving obstacles, but it could have been implemented more often. And while it does have 70 levels, the ones I played through (the first 20 or so) were either really easy, far too difficult for that early in the game, or relied on the same tricks over and over.
Don't get me wrong, it's still fun. But overall it's a disappointing, small step forward.
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It's a good concept, but on my computer (3 gig P4), I only got about 2 FPS, even in low quality mode. This makes judging when to jump a lot harder. An option to turn off the filters would fix this problem.
Author's Response:
Huh... sorry, I didn't know that would happen... I'll try and fix that.
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More levels is nice, but this game still lacks replay value. (Once you figure the levels out, the challenge is gone.) I hope Ragdoll Cannon 2 will include a level editor of some kind, as that would dramatically increase the game's staying power. (Even more so if there's a way users can share levels, maybe some kind of encoded block of text that can be put in forums or comments.)
I wouldn't have expected it in this version (gotta leave something to draw people in for the sequel), but you could have at least assigned hotkeys to the mute and reset buttons. Half the time, when I try to click on them, it registers as a launch, and a ragdoll gets blown into oblivion. When you're using a golf scoring system (lower is better), this can be irritating.
Don't get me wrong, it's still a great game. It's just, for lack of a better term, 'disposable'.
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Great puzzle game, no real complaints about anything. However, I have a couple suggestions for the next one:
1. PLEASE include a level editor! This game is severely lacking in replay value, mainly because it only has 20 (25) levels. Allowing users to make and share their own levels would fix this weakness.
2. Map the Level Reset / Advance button to a keyboard key. Resetting the level with the mouse is infuriating when you only have a fraction of a second to line a shot up. That level with the circle that drops onto the pad took far too many tries to get right, and the first play through I gave up on it.
Other than that, you have a spectacular game here. Keep it up!
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It's a good game that reminds me of Metal Slug for some reason, but it's really hard .
It's too easy to get pinned under the platforms (should be able to jump up to them form underneath), and the eye beam kills you almost instantly. I can understand doing a massive amount of damage, especially if there was a way to heal, but half the time you end up bouncing around into and out of the beam. 9 times out of 10 it's an instant kill.
There should be some kind of indication of where Tom is when he's off-screen, maybe an arrow or something. It's not fair when he goes to the other end of the play field and zaps you with a laser while you're chasing him down and you have no idea if it's a high laser or a low laser.
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It's was okay, but nothing memorable. The blue square as the character was dull, you could have made it an actual character of some sort.
One major flaw: When I went to the second level, it superimposed it over one of the menu screens, which made an unplayable mess.
The game engine was good and felt solid, though sometimes the floor blew away enough that collecting a star that happened to materialize in the qrong spot meant committing suicide. And it's possible to jump through the ceiling and walk on top of the level, like the second level in Super Mario Bros.
You can do better. :D
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Nice solid gameplay as usual!
Great visuals as always, though perhaps too great. Even on low my PC had a lot of trouble maintaining a usable frame rate. Maybe a function to disable some of the filters would lessen the load. But when I ran it on my friend's PC it was great! (His 'gaming' rig is a bit more suitable for high-end stuff than my middle-of-the-road desktop.)
It reminds me of an old shareware game I had on my Quadra back in '97. Good times.
Keep up the great work, guys!
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Great visuals and solid gameplay, but the instructions are way too vague, making the game a trial and error exercise in frustration.
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This was a really unique, enjoyable game. Good job!
The only flaw is that the "Falling Blocks" stage was easy to cheat If you stay all the way to the right, blocks never fall on you, making for an easy 3 extra lives.
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Seriously, this was so far above and beyond what I was expecting. The art has become more refined since the original MGA, and the plot was structured but just random enough to be truly Awesome.
Great job on the entire Awesome series, and we can't wait to see what you come up with next!
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