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for the secret medal, go to the first level of the question mark door:

assign y=260 to a key (in this example we use the down key)
assign gravity and jump (y -=10) to the same key (in this example, the right key will be used)

hold right, and the cube should start to fall slowly.
when it's about halfway to hitting the floor, press down to teleport past the lava and to the door.
the down key only needs to be pressed once, the right key needs to be held down the entire time.

it's possible that using the left/right commands may prevent the medal from unlocking, so don't assign those as they're not needed anyway

somewhat of a video walkthrough: https://www.newgrounds.com/dump/item/e0014de4b1a9aa894d2cc198f8a5a4e3

sorry this was the best solution i could find to upload it, filedump doesn't allow direct video files

tips for survival:
whoever recommended "repair droid ammunition and just dodge" clearly has not played survival.
there's so much lag on higher waves and enemies never seem to die so the entire screen is cluttered with bullets.
it's pretty much impossible to even try to dodge anything.

homing rocket launcher + energy cell + azote chilling system
is the way to go. just hold spacebar, keep your mouse in the middle of the screen then walk in circles. spray and pray.
you get way more mileage out of your hp by not being able to be hit most of the time, than trying to "dodge" anything past wave 20.

currently only missing the destroy 4 and 5 side missions, but honestly i got no clue what's required to get gold since not getting hit + being fast really doesn't seem the way to go tbh

edit: managed to beat destroy 4 with homing launcher+cluster+cooldown+spiderlegs.
i got hit a whole bunch so it's really not about hp, just destroy all buildings as fast as possible; though honestly i'm not sure "fast time" is the actual requirement either, maybe i just got lucky

edit: finally got destroy 5 with the same equipment as destroy 4. i'm level 32 and finished with 354 out of 360 hp, if that helps in any way.
the path i did was to shoot the 3 buildings right below your starting point, right to left, and then the extra building further left that's somewhat closer to the middle.
then i went straight down, walking into a tank and the spawn building that's right below it, and destroyed everything as fast as possible walking counter-clockwise around the map.
i have no clue about the specific requirement, but homing launcher + cluster means you're unlikely to get hit, so the difficult part is juggling your cooldowns.
use the cluster only to destroy tanks and the buildings that take 3 hits, or if it's full.
also make sure your shots connect with the buildings since most of the time they'll home into the nearest enemy instead.

update after bug fixes:

aside from a few softlocks with the tv, you can reach the dog and clear the base game normally, as intended.

you can actually get the hat, except reaching the end with the hat currently seems to always result in a black screen.

for the secret area, it's kind of all over the place.
the boss attacks seems somewhat inconsistent, and i can barely dodge them after practicing a somewhat working path for 30 minutes straight.
i managed to reach some kind of blue portal twice, except i got black screened both times so i'm not sure if it's the same as the hat ending, or there's actually more after that which i never reached.

the hidden platforms in the cliff on the left are actually an "invisible maze" except instead of walls if you pick wrong you die and have to do the whole platforming section for that screen all over again. i managed to reach some kind of alcove in the cliff at the lower middle of the screen, except i'm unsure if there's more because i didn't get black screened yet (so i have no idea if i reached the end) and i also don't know where else to go, since the right seems completely walled, and the left side where i came from is just more death planes both above and below.

might revisit it later down the line, but for now that's about as far as i'm willing to go

questions answers: 3 2 4 2 1 3 3 4 1 2
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buy backgrounds

lucky medal:
1.MANSION - green money on the floor near right stairs
2.BACKSTREET - corpse hanging from the left bus
3.CORRIDOR - corpse under jill, boxes behind jill
4.WHITE BG - none
5.CELLS - crevice in wall under bedding in rightmost cell
6.PARKING LOT - window of the white car in the back, money on the floor under blue canister (near jill's left hand)
7.STUDY - cash register, table drawer under cash register
8.LAB - money on the floor under rightmost cabinet
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quests:

herbs' locations: mansion, backstreet, cells, parking lot, study

find virus: mansion, above jill. safe solution is up,down,up,down

acid mix: get blue and empty flasks from study. get catalyst and green flask from lab.
read paper on the left desk to enable mixing. mix 3 blue, 1 green

blood sync: in lab, touch the console panel on the left side of the room.
go right 4 with A, right 2 with B, left 2 with C
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dress challenges (might be inaccurate):
assuming shop has been bought out, with 1 being the default outfit

(everything is default outfit unless stated otherwise)
pirate: hat 3, clothes 10, pants 9
RE1: hat 1, clothes 2, pants 2
RE3: default outfit, remove hat
revelations: remove hat, clothes 3, pants 3
BSAA: hat 2, clothes 5, pants 5
RE 5: remove hat, clothes 4, pants 4, add jewel
school: remove hat, clothes 12, pants 11, socks 2
nurse: hat 5, clothes 9, pants 8, socks 5
BDSM: clothes 17, bra 13, remove pants, socks 8
wet: remove hat, clothes, pants, socks, shoes; add wet body
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claire medal: hair 7, face 6, clothes 22, pants 16, shoes 13
secret medal: remove clothes, switch to bra 8 or 10. touch jill

back again with an attempt at a medal guide:

premise: 12 hearts, aptly numbered from left to right, top to bottom.
first row is 1 through 4 etc.

the game is less about specific hearts and more about the overall configuration (shape).
numbers will be used as an example of a configuration with the correct shape.
if multiple configurations are active at the same time, the "bigger" one will trigger.

sorted by medal order:
--

Stepoke: pick one heart, then execute (any of them works)

Stepunch: any two adjacent hearts in the same row (1,2)

Steppercut: any two adjacent hearts in the same column (1,5)

Stepsword: any three adjacent hearts in a row (1,2,3)

Stelbow Drop: three hearts in the same column (1,5,9)

Slapford: mirrored small gun (1,2,6)

Shootford: small gun (1,2,5)

Fordball: small L (1,5,6)

Tatsumaki Stepukyaku: mirrored small L (2,5,6)

Straygun: four hearts in the same row (1,2,3,4)

Stepfordriver: small square (1,2,5,6)

Shotgun Shellford: shotgun shape (1,2,3,5)

Soccerford: forward kick (3,5,6,7)

Splitford: upward kick (1,2,6,10)

Stompford: right boot (1,5,9,10)

Step(on me, mommy)ford: left boot (2,6,9,10)

Stepfobotomy: crowbar shape (1,2,5,9)

Timbord: mirrored shotgun (1,2,3,7)

Sparford: long L (1,5,6,7)

Stepfast: left spike (2,5,6,10)

Stario: small hat (2,5,6,7)

Stepfornado: small T (1,2,3,6)

Smega Buster: right spike (1,5,6,9)

Stepforyuken: mirrored small S (1,2,6,7)

Scorpford: small S (2,3,5,6)

Stelectrord: lightning (2,5,6,9)

Steppy Claws: mirrored lightning (1,5,6,10)

Ford You: letterbox (2,5,6,9,10)

Steppy T. Baseball Cat: small U (1,3,5,6,7)

Superford: long S (2,3,6,9,10)

Sargeford: big T (1,2,3,6,10)

Stepvord: small C (1,2,5,9,10)

Steathead: mirrored small C (1,2,6,9,10)

Stepfordmc: long right spike (1,5,6,7,9)

Stepfordonkeypunch: long left spike (3,5,6,7,11)

Screwford: tall hat (2,6,9,10,11)

Stelefrag: small bridge (1,2,3,5,7)

One giant Stepford, man: plus sign (2,5,6,7,10)

Stepforang: "boomerang" (1,2,3,7,11)

Sleepford: long Z (1,2,6,10,11)

Stepfockey: hockey stick (1,2,3,4,8)

Stepfore: very long L (1,5,6,7,8)

Stepfnf: mirrored big L (3,7,9,10,11)

Stepfnaf: "allen wrench" (4,5,6,7,8)

Stevada: hatchet shape (1,2,5,6,9)

Stehemoth: mirrored hatchet (1,2,5,6,10)

Smoochford: left shoe (2,3,5,6,7)

Cheford: meat clever (1,2,3,6,7)

Stat's All Fords: anvil (1,2,3,5,6)

Stepbomd: bomb (1,5,6,9,10)

Disarmd: right shoe (1,2,5,6,7)

Skupord: big L (1,5,9,10,11)

Stfu: upturned big L (1,2,3,5,9)

Stogieford: rising step (3,5,6,7,9)

Sockford: falling step (1,5,6,7,11)

Sbeerford: "nightstick" (5,6,7,8,10)

Stepforpg: mirrored nightstick (5,6,7,8,11)

Stedi: upturned nightstick (2,5,6,7,8)

Stepforvel vs Capcom 2: New Age of Heroes: long gun (1,2,3,4,5)

Castle Crashord: rotated nightstick (3,5,6,7,8)

Slaymord: horizontal rectangle (1,2,3,5,6,7)

Steprobe: vertical rectangle (1,2,5,6,9,10)

Stepfort Downey Jr.: long rectangle (1,2,3,4,5,6,7,8)

Screamford: "music note" (2,3,5,6,9,10)

Stepfohn Cena: mirrored music note (1,2,6,7,10,11)

Stepformageddon: upturned music note (2,3,6,7,9,10)

Stepfoh dear: rotated music note (1,2,5,6,10,11)

Holy Shtepford: right-side cross (3,5,6,7,8,11)

Hellford: left-side cross (2,5,6,7,8,10)

Stareford: execute without lining up any move

Stairford: upward stairs (3,4,6,7,9,10)

Steppy Krueger: downward stairs (1,2,6,7,11,12)

Step on a landmine: "landmine" (2,3,5,6,7,8)

Stepfong Lao: upturned landmine (1,2,3,4,6,7)

Heartford (Connecticut): "photorealistic heart-shape" (2,5,6,7,9,10)

Holey Shtepford: mirrored heart-shape (2,5,6,7,10,11)

Step 1000 Fords: rotated heart-shape (2,3,5,6,7,10)

Stepball: upturned heart-shape (1,2,5,6,7,10)

Stepthord: left hammer (1,2,5,6,7,8,9,10)

Stepthor 2: The Dark World (everyone's favorite): right hammer (3,4,5,6,7,8,11,12)

Stepmara Forgan: square ring (1,2,3,5,7,9,10,11)

Stedding: left gem ring (2,3,4,5,6,8,10,11,12)

Stepflation: right gem ring (1,2,3,5,7,8,9,10,11)

Deaford: "grave" (2,5,6,7,9,10,11)

Stabality: upturned grave (1,2,3,5,6,7,10)

Stepfowl: "boiled egg" (2,3,5,6,7,8,10,11)

Siford: tommy gun (1,2,3,4,5,7)

Robord: mirrored tommy gun (1,2,3,4,6,8)

Stelestial: long bridge (1,2,3,4,5,8)

Stilt-a-whirl Backbreaker: big square (1,2,3,5,6,7,9,10,11)

Smilepford: "wide smile" (1,4,5,6,7,8)

Book of Stevelation: all 12 hearts

Sniperd: square hole (2,5,7,10)

Stet it fo: big X (1,3,6,9,11)

Spazzors: "cobweb" shape (2,4,5,7,10,12)

Stwiss Cheeseord: "grid" shape (1,3,6,8,9,11)

5tepford Point Palm Exploding Heart Technique: any five hearts that don't trigger anything else (1,3,6,8,9)

Steiko from Mortal Kombat Fourd: any four hearts that don't trigger anything else (1,3,6,8)

bonus 3 is in 3-6

you need to get to the other side of the pit on the first possible cycle, then immediately back to spawn position.
the bonus level entrance appears once you land on the platform with the regular exit.

PAR SOLUTIONS (not minimum moves)
(Left Right Up Down)

1-1 (9): 9R
1-2 (31): 3L 7D 3L 6U 9R 3D
1-3 (22): 2R 1U 1R 3D 5R 3U 1R 1D 1R 1D 1R 2U
1-4 (27): 7R 2D 2R 4D 4L 4U 2R 2D
1-5 (50): 3D 7R 3U 2L 1D 3L 1U 1L 3D 9R 2D 9L 2D 3R
1-6 (25): 1D 1R 2D 2L 4U 2R 1D 1R 1U 1R 5D 4L

2-1 (27): 3D 7R 4U 2R 3D 6L 1U 1R
2-2 (16): 3R 3D 2R 3U 5R
2-3 (33): 4U 6R 2U 6L 4D 2U 4R 1U 3R 1L
2-4 (48): 5R 1D 4R 3U 2L 2U 2L 1D 2L 4D 9R 1U 4L 2U 3R 2U 1D
2-5 (33): 3R 2U 2L 1D 1L 1U 1L 1D 1L 1U 1L 2D 2R 1D 2L 1D 4R 1U 2R 3D
2-6 (37): 6R 2U 2L 2D 4L 3U 1R 2D 4R 2U 2L 6D 1R

3-1 (34): 3R 1U 1R 1D 4L 5D 1R 1U 2R 4U 6R 1D 1R 1U 2L
3-2 (32): 4L 3U 4R 1D 1R 4U 3R 3D 1L 3U 4L 1U
3-3 (27): 1D 3R 1U 2R 1U 3L 1U 1R 1D 1R 1U 1D 2R 1U 1L 1D 1L 4U
3-4 (48): 2R 2D 6R 2D 6L 2U 2L 2U 2L 2U 6R 2D 2L 2D 2L 6U
3-5 (57): 2D 3R 5D 1R 1U 5R 2U 7L 2U 1R 2U 1R 3D 1R 1D 1R 1U 2R 2U 3D 1R 1D 9L
3-6 (54): 5R 1U 6L 4U 1R 1D 2R 2D 3R 1D 6L 1U 1R 1U 2R 1D 1R 1D 1R 5U 3R 2D 2L 1U
3-7 (86): 1U 5L 1D 1L 1D 3R 1D 2R 2U 1L 3D 1L 1D 1R 2U 5R 5L 1D 1L 3D 1L 1U 1L 1U 1D 4R 3U 5R 1U 1R 4L 1U 1L 4D 1L 1D 5R 2D 1R 2U 4R
3-8 (28): 2D 2L 1U 1R 1U 1L 1U 4R 1D 3R 2D 4L 1U 3L 1U
3-9 (38): 2R 1D 4L 1U 4R 1D 1R 4U 1R 6D 1L 1U 2L 1U 4L 2U 1R 1D

this one's gonna be a long review so sorry for the wall of text.

although it's using gappy as a character, this is an entirely different game in its own right.
it's not even remotely as difficult as the other titular games, as it's not meant to be: it's an easygoing platformer, with plenty of collectibles, and the costume change mechanic that allows for different movement and puzzles is an interesting idea.

it's meant to be a more enjoyable interpretation of what gappy is, which is entirely too difficult if you ask me, and i'm talking as someone who completed all of it.

however, what this games makes up in accessibilty for the players is brought down by a bunch of bugs:

the most concerning one is related to being locked out of playing levels more than once;
specifically, after clearing the tutorial, every time you complete a world, you unlock the next world (regardless of which world you cleared). moreover, after clearing a certain number of worlds, you become unable to access any of them outside of the tutorial levels.
i haven't been able to pinpoint the exact number since i'm unsure of what counts as a "world complete", but my guess is 7. that means you can play each world once, and then one more world before being locked out (excluding tutorial).

regarding minor bugs, some checkpoints cause the game to softlock, though this is fixed by being able to reset, or in the case of the finale, the time constraint.
an example of this would be the first time you get access to the gravity switch mode. the one-time tiles you pass through right before getting it don't disappear on death, and lock you in the beginning area (though resetting with A fixes this).
a more annoying softlock happens in the finale, where if you get to the switch checkpoint where the timer starts, and time runs out making the boss spawn, the timed walls will prevent you from dodging fatal damage, so you're stuck dying endlessly until the timer runs out.
refreshing the page on that checkpoint actually makes more bosses spawn, so that's also something to look into.

another minor softlock happens if you try to clear rocks faster by mashing down while mid-air.
if you don't give the animation enough time to end, you end up stuck on the ground mid drop animation; the game registers this as still being in the air falling down, so you can't jump anymore or dash. this forces a reset of the room with A.

finally, non-bugs that are still something i would like to address because they make the game somewhat less enjoyable.
for one, the palette being red is eye-piercing. maybe it's just a me thing, but it's really hard on the eyes?
i would appreciate if there was a way to switch palettes or something that makes it less straining on the eyes.
also, while the rest of the game is somewhat easy (as in, it's not supposed to be particularly difficult), the final boss in the finale is kind of BS?

it's already difficult dodging the boss because you lose your ability to dash (which gives you a brief window of invincibility) and thus movement speed that would help putting some distance from it, and having to replay the whole level again if you lose your one shot at it is kinda tedious (you can die whenever with minor setback the whole game, except in the boss room where dying is a full reset).
though if i were to say, the real problem is the 4 homing turrets in the boss room.
as i mentioned, movement is restricted due to the gun replacing your dash, and the slow movement speed (compared to the boss) plus having to turn around to shoot it means there's little room for error. having another 4 invincible enemies taking potshots at you while all this is happening is kind of overdoing it imo.

imma add an edit for the secret medal after i've found the last collectible, as i'm on my 4th full replay now since i couldn't get to the finale because i got locked out trying to find the other ones

------------------------------------
EDIT: the boss room turrets got removed, and it seems you can enter worlds normally now, so there's really nothing else to complain about. game's fun and it works great. the red is still eye-piercing but i suppose that's intended so it's part of the experience

tips for medal hunters:
it's possible to get all collectibles in a single playthrough, without replaying any world.

you get one collectible per world, so once you've found one you're free to clear the rest of the world without worry.
they're hidden in walls, and the entrance is denoted by a darker colored tile than the other ones.
basically they're perfectly visible as long as you know you're looking for different colored tiles in walls.

specifically, you can find a collectible in levels 2, 8, 13, 19, 25, 31 and 37 (the finale), plus another one in the world select hub, for a total of 8 collectibles.
the only ones that absolutely require the wall-jump upgrade from level 23 are 25 and 37.
moreover, the one in the finale can only be collected after triggering the switch at the end, although it's recommended to find it before then anyway because it's kinda awkward to reach.

for the timeout medal, easiest way to get it is to trigger the switch at the end of the level and just stay there the whole time, letting both timers run out without ever getting to the boss room

spent way more time than i'd like to admit trying to figure out an optimal setup on the second level (thinking having walls already placed at the start gave me an advantage on the early levels) only to be absolutely demolished by the last wave due to sheer lack of DPS.

then i realized everyone else had cleared the first map instead:
https://www.newgrounds.com/dump/item/d5aea8500da6b4c93d4ddbd446c7a536
ahah pizza tower go boom.
even this can probably be optimized if you upgrade some of the towers in the middle instead of adding the top layer (though you still need to place at least one near the spawn so they don't just hug the top wall)

my only gripe with this is the weird balancing issue (you never want the jalapeno tower because you need the money to set a path first, and on later levels more range = better damage overall), and the difficulty curve caused by not having a set path to follow.
personally it's the first time i've seen something like that, but with no in-game explanation for it i would have never figured out why the enemies seemingly picked a path at random every time i started a new game. gotta thank other reviews for that.

P.S. i'm assuming the scores are the highest wave reached.
honestly i have no idea why i got 40, since i only cleared wave 20 with this setup and then submitted score there

clarkiagames responds:

Jalapeno tower is good if you couple it with slow tower to optimize splash damage. Yes that’s the point it’s hard to optimize difficulty with creating your own winding path but that’s what make you want to go back to the game and try to find the BEST optimized path i think. The best path i think for the first map is creating a spirale. For the score i fixed it on the api side. Thanks for your feedbacks, much appreciated.

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