This marvelous creation has truly revolutionized not only my outlook on gaming's future, but also on life itself. This rollercoaster ride of a story had me on the very edge of my seat from beginning to end. A tale of love, loss, and triumph above adversity, the likes of which have gone unparelled in the medium of gaming, and even most Academy Award-winning films.
And what a truimph indeed! You've taken an ancient standby of keyboarding, the space bar -- something many traditional keyboardists refuse to even acknowledge as a proper "key", and injected it with new life, having it singlehandedly carry this masterpiece of a production. No mere "key" could ever handle the intense pressures and demands of this task. In the face of its detractors, the space bar has truly ascended to something greater.
It nearly brings a tear to my eye.
Add this all to a beautifully crafted musical score through a massive collaborative effort of indepentent artists, flawless-incredibly-unsurpassably perfect vocal performances from industry stars Cam Clarke and David Kaye, along with jaw dropping, high defintion, vector-based visuals which make me fully immersed within this living, breathing fantasy world.
You have displayed the very definition of gaming as an art form, and it's time the rest of the industry took notice. I can only imagine how long and hard you toiled to make this all finally happen, and I thank you.
REVIEW FIVE HUNDREEEEEED
"Shoot the core!"/"We know that!"
One of the reasons why I enjoy your work so much is because it's really apparent just how much effort you put into visual atmosphere, in spite of your artistic limitations. Along with a ton of variation in the stage backgrounds, I love new little details such as enemy ships now disintegrating as they explode. Some -excellent- music selections (Pompeii!), though they -slightly- overpowered the voices at times.
Now what can be said about the gameplay? Fantastic. Simply fantastic. Even in 2D, Project Inthri 3 plays like the best Starfox game in 10 years. No over-complication, just classic run and gun action, likeable characters, unique bosses, and a story that's easy to get into.
Though there are some moments where I'd love to have the spread gun back, rapid-fire remained a strong replacement, and the overall action is incredibly well-paced from beginning to end, never feeling monotonous. Most every boss design really impressed me, with the highly innovate Claw leading the pack. And of course, it's just not an Inthri game without a Giant Enemy Crab, is it? In addition, four difficultly levels and 2-player mode result in some excellent replay value.
From XS's cover fire, to the mini-boss in the asteroid field, a ton of moments made me stop and say, "Wow. This is awesome game design." All in all, with non-stop action and a well-delivered story, hats off to you on putting together one truly incredible flash gaming experience. PI3 was an absolute blast to play through, and an honor to be a part of.
Much better than the first.
Well this was quite a fun little diversion. I played up to level 8.
Considering what you were aiming for, I couldn't ask for much more in terms of style and presentation. Simplistic yet smooth graphics, coupled with simplistic yet addicting gameplay gave this a nice, old-school arcadey feel. The thinner, taller screen really aided in recreating that feel, though having the movement of the starry background increase along with the speed of enemy ships during "LEVEL UPs", would've been a nice atmospheric touch.
Humor points because the "story" amused me.
Good use of sound effects, and while I thought the infinitely looped music would get annoying early on, it didn't bother me too much once I got into the game.
One or two more laser-altering powerups would've be nice, and while I found the "slow down" item to be a great addition in terms of adding difficulty, it could've been better implemented. It felt rather awkward for the ship to still move somewhat faster than its original speed after acquiring one "speed up" and one "slow down". The balance in speed change between both items should probably equate to zero, as they seemed to pop up at an equal frequency.
All in all, this was certainly a major improvement over the original in every regard, and it was very interesting to go back and see just how much you'd improved the game's design in only two weeks time. I certainly wouldn't mind seeing more things like this from you in the future.
Ok, what do you want from me?
Was soooo very worth it!
Hats off to you and Casper for putting together one heck of a production! And a huge congrats on your first NG daily award! You've more than earned it!
Just gotta love the quirky style and sense of humor in this game, and while a few spelling and grammatical errors did catch my eye, it was still a blast from beginning to end, and easily the best adventure game I've played on Newgrounds to date.
It was great being able to watch this gradually come together over time, and I had just as fun being a part of it as I did playing through it! :)
All the best in your future productions and it'd be a pleasure to work with you once again sometime.
Not bad. Could be a lot better.
Presentation was pretty good, and I admit, it was different than most things I've seen on NG, which I like. Decent artwork, and dialogue was alright.
Sorry to say though, all the voices, except maybe Todd Grisham, were TERRIBLE.
Sound quality wise, and in that they didn't sound like the WWE Superstars at all.
Look up the "Voice Acting Club" on the Newgrounds forum BBS, we'd be glad to help you out, for free of course.
Remember that good voices can really bump up your flash's score. =)
I really would've loved to voice Carlito Cool, but I can still do a swell Booker T or Eddie, plus many more.
Well, good luck on the SmackDown one, I'm looking forward to it! =D
Thanks for the help, but again the voices aren't meant to be particularly like the real people. They were going to be, but then I realised how much I sucked at JR's voice and gave up on the idea.
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