Age/Gender: 27, Male
Location: Morristown, NJ
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139 Reviews | 44 w/ Responses
First off, I love the Bunnykill series, finally getting a chance to play a game that features the same kind of characters is something I've been waiting for. Truthfully, I really hope people start making more Bunnykill games and movies. I'm really bored to death of the Madness ones.
The graphics and backgrounds were pretty good, and the characters definitely did seem very close to the ones from Bunnykill. From the moment the game started, I could tell it was a button masher, which is fine but I felt there was room for more as I progressed from level to level.
One thing I did notice is that I was taking damage from enemies on the top platform even though I was on the bottom, and logically, their swords never should have been able to reach me. At first, I didn't even notice it, but later on, it got to be annoying. I noticed the enemies on the top and the ones on the bottom didn't switch levels like you could, but I think it would be better if they could rather than be able to damage you in ways that realistically shouldn't be possible. As for the enemies themselves, I'd mix them all together, rather than have enemy A with the red swords come first, and then enemy B come with blue swords come around once all of enemy A was gone. Have them all fight alongside each other with different weapons, it would make a lot more variance. Meanwhile, the boss fights were good, I'd definitely keep those.
Also, the music could have been better. Most of it was just "white noise" as someone else described, and I would have liked to hear a more action-oriented loop that would have fueled the action and intensity a bit more.
Also, I would have liked to see some more weapons, and possible item/upgrade powerups that would have made the game more interesting and varied. Stuff that could have upgraded the weapons, give you entirely different weapons of more power, bestow special abilities or attacks, or even make the gas cloud bigger or upgraded would have been really nice to see. In addition to that, all of the levels were pretty much the same except for the backgrounds, which were nice but it still made the game very linear and feel like the same thing over and over again. Adding obstacles/hazards to overcome, things you can destroy to get out of your way, item crates to pick up powerups from, all of these kinds of things would give the game a really great gameplay boost and would make it a lot better.
Still, keep up the good work, we need more Bunnykill tributes like these.
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As a fan of both DragonForce and Bunnykill, this was a treat. This was definitely a hilarious concept, plus its refreshing to see more Bunnykill parodies as opposed to the millions of Madness parodies/spin offs already out there.
What I think would have made the animation better would be to switch up the scenes or add some more onstage effects for variance. Adding a few more Bunnykill characters in there would have perhaps been a nice touch as well. Or simply having more going on while Snowball is hammering it out on the guitar would have given the animation a bit more life and probably would have kicked this up past a 3.60. Still, this was good though, and the ending was a perfect parody of the ending in Bunnykill 4.
Keep making these, they're great.
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First off, words can't describe how amazed I am at how this all turned out. Working with you guys was a great and awesome experience, and I would gladly welcome the invitation again. I didn't know much about Disturbed before working with this collab, and now I can't get enough of their songs. I'm sure that if the band ever came across this collab, they'd love it.
I think the best features of collabs like these are the fact you've got teamwork going on, and you've got many different styles mixed together to produce one amazing and incredibly awesome piece. This had those kinds of qualities and then some. Truthfully, I'm proud to be a part of it, and I would have felt pretty bummed out if I hadn't. Meanwhile, I'm glad that Newgrounds exists so that artists like us can seize the opportunity to make these masterpieces.
Meanwhile, the action, the intensity, and the detail really made this collab shine. Everyone's part was awesome, unique, and different in style when compared to everyone else's, and when you add them all together, you've got one hell of a mind-blowing collab. Looking at it now, there's nothing I would change about this. We made this the best it could be, and we held nothing back.
To ShortMonkey and all the other artists that helped contribute, thanks for making this possible. It was great working with you guys.
Author's Response:
Thank you for the comments, mate. I'm glad you enjoyed working with us and am proud of the final product. Thanks for participating - hopefully we can work with each other another time.
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Don't mind me saying, but this movie doesn't even come close to your older submissions like Magical Trevor, and yet they're still getting the same kind of scores. Magical Trevor had a great amount of charm to it, had memorable characters, and had a great song that even I memorized word for word. But this only seemed to be half the length and unlike Magical Trevor, this was easily forgettable. I noticed right away when it started repeating, and then I closed it up, and just sighed, reminiscing about the good old days...
First of all, I found this to be pretty short. There wasn't that much animation there besides the bopping up and down, and the backgrounds looked like JPEGs that anyone could have gotten off of Google Image Search. What happened to drawing your own backgrounds? You're great at doing them, so why not? Meanwhile, the characters didn't even appear to be drawn that well. Their only animations consisted of a few simple arm and leg movements repeated over and over again, the horse was pretty ugly, and I think the worst part was how you felt you needed to have the horse's penis grow like that just to appease the general Newgrounds audience. Why? You could have easily made this a Flash that any parent could have allowed their kid to watch and enjoy, but instead, you now have a 17+ slapped on it just because of that. Honestly, I can't come up with any other word to describe that other than distasteful.
As for the music track itself, it seems pretty rushed and it doesn't have any of the qualities people remember from your previous work. Meanwhile, half of it was just going on and on about "sweet lemonade" which wasn't even that funny, and then it just ended, repeating again and again. I may have liked Magical Trevor way more Narwhals, but even Narwhals had a kind of charm to it that made it funny, even if it was a pretty inane concept. But this, come on, man. I like seeing great authors get even better, but to me, I felt like this was a turn in the opposite direction.
Bring back the Badgers, Magical Trevor, the Narwhals, and all those other crazy and easy to laugh at characters and creatures, the movies and ideas we remember from years before that really made us smile. But leave the horses with the giant cocks aside.
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First off, I perfectly understand the need to pay for this game. I loved Exmortis I and II, and I didn't mind whipping out my Visa to get the full version of Exmortis III. I know that independent Flash artists like yourself depend on this kind of income, and I know ads alone do very little. Considering you spent three years working on this, yes, I believe you should get something besides just a pat on the back for all the hard work you spent on creating this.
Now onto the real review.
The graphics and the setup truly feel like a professional game, though I know I won't be expecting a plethora of 3D models and Havoc physics in this (though a LOT of it does look three dimensional). Either way, the transition from Exmortis II to this is incredibly revolutionary. Everything in sight has a very photorealistic quality, and the insertion of powers, health, and even the whole mercy attribute already tell me there's way more to this game than ever before. Though I have a feeling I haven't even scratched 10% of the game's content yet even after going through the city ruins and completing the Exile Chapter, I can feel there's going to be much more to this and I'm excited to see what you've done in three years time. I feel the game runs a little smoother when its not full screened, but the frame-rate is still pretty good considering how much you've got going on in this.
The background storyline is also very impressive, and I'm a sucker for a good story. I like the direction you've gone in from the very first Exmortis to Exmortis II, and now this. I also love the surviving hope for humanity theme in a post apocalyptic world. This reminds me a lot of the I Am Legend movie and the game Fallout 3 with a more gothic feel, done in a similar style that the Myst series uses. But without a doubt, you've greatly raised the bar in ways I didn't think were possible with a Flash game.
How you managed to get the settings to look so realistic impresses and stumps me on how you did it. Usually when I watch a Flash animation, I can visually dissect how they were created. This... I can't. While I know photographs were used, that's probably only a minor catalyst as to how you created the final pictures. However you did it, I'm impressed. If you ever decide to work for a game development company, this would be one hell of a thing to have in your portfolio.
The 3.56 score this is running is neither a realistic nor a justified score estimate for this at all. I think most people are probably frustrated that they need to pay for the full version, but what I think they need to realize is that if they played and enjoyed the first and the second Exmortis games paired with the fact you spent three years making this masterpiece, they'll be getting their money's worth when they buy the full version. Plus honestly, I feel better supporting an outstanding independent artist and game designer as opposed to corporate game developers.
In conclusion, I look forward to the dark secrets you've packed into this game. What I've already seen has impressed me quite a lot. It's a shame there's no way to post a follow-up review, because I would love to add to this once I've played through the entire game and have seen everything.
In all, you've got remarkable talent. Good luck to you in your game designing career, you're definitely well prepared to go the distance.
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When you make Bunnykill animations like these, waiting is trivial. Every new animation released goes above and beyond what the last one did, and they never disappoint. Even though this was originally inspired by Madness, its taken on a whole new life and genre of its own, and truthfully, I strongly feel it deserves its own collection. There are many things that Bunnykill does that Madness doesn't even touch. Truthfully, while what Krinkels does with his Madness series is impressive, I honestly like Bunnykill better. Bunnykill has more storyline, more character, more emotion, more color, more detail, and the action is always incredibly fast and furious. But like I said, they've become their own entities, though I honestly feel with all the glory Madness gets, this is sorely under-rated.
What I think is also really impressive is how you switch time periods and settings totally with ease, making each new installation something fresh and interesting each and every time. Meanwhile, every new edition does things that go way above and beyond what the last one did. What I would love to know is how you manage all those characters on the screen at the same time doing different things and interacting all at once. And I knew this one had to be much harder to animate considering there were no firearms involved at all, which meant just about every kill had to be melee. You, sir, deserve a lot of respect for what you do with these animations. This looks HARD to pull off, but you make it seem so easy.
I like the introduction of new characters, and I found the backgrounds to be stunning in detail. And without a doubt, every final battle gets more and more intense. Meanwhile, the action was fluid and flawless, perfectly timed and smoothly animated like quicksilver. Every fight was perfectly executed, and while Snowball kicked a lot of ass, it realistically wasn't a walk in the park.
As for what could be possibly done to top even this? That's a tough question. A Bunnykill with a post-apocalyptic urban setting with road wars, explosions, and blazing gunfire would be action paradise for me, but that of course is up to you. However you decide to approach Bunnykill 5, I'm sure it will be an awesome and welcome addition to this already incredible series.
Good luck with the next one, but I know you're already prepared to make it awesome. Go for it!
Author's Response:
Thanks for the awesome and lengthy review.
yeah, since I can freely change the entire theme of the movie, I can always try out new things. And right now I have a few neat tricks up my sleeve for Bunnykill5, that will open endless opportunities as far as choreographies go. And since I liked the whole instant teleportation thing so much, I might just try to incorporate that into the next one too somehow.
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For one thing, the animation was definitely outstanding and smooth. The fire looked nice, and I know from experience that's a tricky thing to capture just right. Everything flowed nicely, and there was no sketchy or jumpy feel to it at all. Very exceptional use of frame by frame animation, without a doubt.
What really kills me on this is the lack of detail. Making every character a silhouette with just solid shapes for eyes may be what some consider a style, but to me, it just seems like an easy way out to dodge having to give characters shading, detail, and depth, and make them look like actual people. Instead they seemed more like black blobs on the screen. There was very little in the ways of facial expressions, but at least the body language did make it clear what was being said and done. Still, when you have your characters looking like that, I can't help but say, animating them really wouldn't be too hard. Meanwhile, the backgrounds weren't all that detailed either, and seemed more like cardboard cutouts. I'm not surprised this only took you a week.
Storyline, its been done before (maybe not exactly in that format), and I can catch a whiff of Eragon and the like in there. What I don't like is the rather abrupt ending. I was expecting the dragon to save and defend the town without military orders. The part where he saves the father and daughter is good, cliché, but it's well captured anyway and I have no problems with it. But then he flies off in the middle of combat, and... it just ends. I would have loved to see an ending where the dragon proves to the army that its better to fight with spirit and courage than be forced under military duress, and that's what really wins in the end. Unfortunately, that scene never took place.
As far as the music goes, it fits in some places, but not so much in others. I'd have a tough time suggesting an alternative track though, since the movie switches moods, scenes, and settings on the turn of a dime without any forewarning.
Don't get me wrong, it's a good movie and its well done with the style you used, but I see a lot of areas for improvement and further development. Why go simple when you can go above and beyond? I know you're capable of it.
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Most Pico day Flashes portray Pico getting a thrill out of killing and shooting down as much as he can at every possible moment. Pico's School definitely reflects this, along with many other Flashes...
...but this took everything in a completely different direction.
The images, the music, and the animation made what many consider to be a fun and chaotic action game into something far more like a realistic tragedy. I found it amazing how you managed to mirror the settings of Pico's work surroundings into the memories of what happened on that day, and retell everything in a far more somber story of a memory that continues to haunt Pico even into his adult years. To me, I found this Flash to be the most profound out of all Pico Day submissions this year, something that not only changes the way we look at Pico's School, but totally redefines Pico's character into something more realistic and believable. Meanwhile, the art quality was fantastic, stripping Pico's School of its cartoonish-like portrayal, and instead changing it to something far more detailed and vivid.
The conclusion was also well done. Instead of seeing Pico blasting through hordes of Uberkids and actually enjoying it, we see him as any normal human being would feel if something like this happened: what started off as a nightmare that quickly turned into a struggle of survival, and now lives on in the back of his mind as something he can never truly forget about.
Amazing how you did all this. A well-earned 10.
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I can't help but watch this again and again. The graphics, the animation, the music, the humor... all awesome on epic levels. And the ending was perfect, even if you thought it was lame. I only wished it was longer, but I know you already hit the 10MB point, so I understand that. Still, you gotta make more of these kinds of animations, because they totally rock and kick ass.
Keep up the awesome work, amigo, you've got a winner with these. Cheers.
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First off, I loved the original, but it was also pretty easy. Still, it remained as one of my favorite defense games here.
But as soon as I saw The Last Stand 2 in the portal... damn, I had to see it. And I am freaking amazed at this game, and how many new features it has to offer. Traps, location searching, traveling, arming your comrades... this is pure survival horror bliss. Heck, I've beaten the game (Though I can definitely say this one was a harder nut to crack than the original), but I still feel there's truckloads of stuff I haven't seen, and plenty of Easter eggs I haven't uncovered yet. The replay value on this game is amazing... way more than the original. I like the idea of traveling to different towns with different layouts, different barricades, and different secrets. Even if you beat the game, this game easily tempts you to try something different, take a new path, and search different areas. As for the area it, it seems like you modeled this from Oregon state. I'd love to see one modeled after Texas.
As for making a third one, definitely go for it, you've got two awesome games here and I think people here would easily welcome a third one. But, some other things I'd love to see added are these:
- Customized character and stat building. Allow players to design their own character's appearances, and let them change stats. Maybe their character is better with guns, maybe their character's survival skills are better and has an easier time salvaging supplies, or maybe they have charisma and they have an easier time getting survivors to help them. I could easily see this being used in an interesting way if it was used with a point system, similar to the game Fallout, which has the SPECIAL system laid out.
- Main character health. In addition to the barricade health, give your main guy a health bar. Sure, this makes things tougher, but I find it a little odd I needed to worry about the personal health of my comrades every time an armed sprinter zombie came around, but didn't need to worry about personal health. If it were possible for your main character to die BEFORE the barricade fell... oh, that would be things a little more dicey. Or, if the barricade fell apart, it would give your main character one last chance to fight back... until the undead end.
- More storyline. I'd love to know what caused the infection, and it would be interesting if the choices a player made during the game could affect the endgame storyline or... heck, have multiple endings, even if the player makes it all the way to the end. Endless replay value for the win. In addition, more in-game movies or cut-scenes would be nicely welcomed.
I feel like I'm a bit greedy though with these, but hey, you already have a fantastic game engine already made. If you ever felt like adding more, you definitely could.
In all, fantastic job at yet another amazing game. I swear, if these get any better, you're going to make me feel like I should be paying to play them. I haven't reviewed anything on Newgrounds for a LONG time, but I definitely had to leave one for this. Keep up the ultimately fantastic work, I look forward to seeing more of it.
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