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i came to this expecting nothing and found myself pleasantly surprised.
i really like the gimmick of the gameplay loop, and i feel if this got a proper overhaul the result would be pretty unique.

the game as it is in its current form is fairly unbalanced, as proven from the fact not a single person seems to have cleared it (going off of medals).

the main offender is probably the extremely low chance of actually landing into the final world, since it's only a 6%, and to even get there you have to go through literal hell itself at least once lol.
one solution would be to increase the chances of getting to circle 4 slightly every time you reach a circle 3 world.

the second problem is the high variance caused by the sheer randomized nature of the gameplay: there's no real difference between easy and hard mode, since all it boils down to is getting lucky by landing in good worlds, and especially not ending up in the 3rd circle 7 times in a row.

the controls are somewhat slippery, so it's real easy to just slam into enemies and take a bunch of damage; the fact you can bounce off walls if you walk into them is especially annoying.
ironically i found myself more comfortable moving with the actual slippery modifier than normal controls, and that's saying something.

the rate of fire is also a problem, as enemies spawn at a much higher rate than you can shoot any of them down. their hp also seems inconsistent, as sometimes i can defeat the same enemy in different amount of hits on the same level (regardless of world rules).
it ultimately boils down to how many screen wipes you manage to luck out in a row, but it would be nice if there was something like piercing already built in, like in the sniper level.

boosts stack, which does help if you somehow manage to survive long enough in a single run to get more than one of them, but the overall control of your character still ends up being somewhat poor.

i also learned that pressing R at any point resets all your progress (awards, worlds album) , so heads up on that.

t4upl responds:

Thanks for the comment. Glad you liked it.

i like this but how does one get past level 9 is simply beyond me.
can't find a single reference online.

you are forced to destroy the laser spawners otherwise you'll have to deal with too many bullets on screen, and the worst part is that as soon as you trigger the things right behind them that shoot those massive bullets, super fast, at random, you're basically screwed.
i can deal with everything else except those.

i lose all 3 lives there way before i can get rid of even half the lasers, it's simply unfeasible for me.

thank you newgrounds player for bypassing the barn softlock.
now the game is playable again, and it's a damn good game at that

to complete the "pump it up" objective, you need to interact with the waterwheels in the lower level of the map.
to activate them, you need to jump and manually perform a 360 board spin while in proximity of the waterwheel.
leaving this for future reference since i had to ask about it, as i couldn't figure it out on my own

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

EDIT: moved the walkthrough to youtube so there don't need to download the video file from filedump anymore
www.youtube.com/watch?v=IdvzTb1yFpg

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
-
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)

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