00:00
00:00
Gimmick

209 Game Reviews

41 w/ Responses

Not bad for your first game.

For this being your first game, it's definitely better than what I've seen from other users who've submitted their first game (e.g me) There were some slight problems with the game, but it's alright overall. Let's see, shall we?

The art / graphics: It's a sprite game, so since it's technically "not yours" I can't comment; however I can say that the quality of the sprites were good.

The animation: The animation is good, the movement of Kirby and the enemies are smooth enough to not look choppy; however, there is a slight note: when Kirby goes off the ground, there's an animation of him blowing up into a ball, right? Now when I press space to shoot, he goes back to his normal size, and then it doesn't show him transforming into a ball again. When going back to the ground, it doesn't transition from ball to Kirby shape again, it just shows Kirby. It's not initially noticeable but if you look closely you'll know what I mean.

The sound / music: There are no sound effects for the throwing of the blades or the sound of the arrows hitting Kirby, or anything at all; the music was good, but it was quickly annoying as it was the only thing that could be heard, and that too was repetitive and high-pitched at the end...it's a little annoying :\

The concept: It's your average joe "defence" game, in that you just have to defend some targets from reaching the left side of the screen, but we don't even know what IS the thing that is to be defended; we just have to shoot for the sake of it.

The gameplay: It's simple, and as you said, the gameplay might be basic but it gets tough real quick! I noticed some things, though: you can't press and hold spacebar to continuously shoot, if you press the directional key buttons (i.e you press and hold spacebar, press up, Kirby does not shoot anymore). I don't know if that's intentional or not. The powerup that looks like a banana or something that gives you blue blades kills almost every enemy in one shot, what's the point of shooting enemies if that's all that's required? Apart from that though, everything else was okay. Here's a small suggestion, though: Why not allow the player to let Kirby collide with the enemies so that they die, but some health is lost? The powerups would not be affected that way. Oh, and when can the instruction menu / preloader be added?

All in all it's a pretty good game but there's some little issues here and there, but if you fix them then it'll be good. Oh, and I know absolutely jack squat about Kirby so I don't know who meta knight is...

~~ Summary ~~
~~ Good points ~~
1) Not bad for first game
2) Smooth animation
3) Simplistic gameplay

~~ Bad points ~~
1) Annoying music
2) No sound effects
3) No preloader / instructions (apart from AC)
4) Space key...bug?

[Review Request Club]

Lionelion responds:

Thanks for the review! Unfortunately I probably wont be editing this game anytime soon as when i made this game, i actually had help, it wasnt just me. But i will definitely take note of the points you made for the future!

Meh

I found the game good but it wasn't the most original idea, I say. There are plenty of gravity based games like these out there, and what does this have that makes it stand out from the others?

The art: The main menu artwork was good, I'll give you that. However, the ingame art was....disappointing. I see a little ball with eyes and I wonder "Is that supposed to be an alien?" I don't know if "Bob" is an alien or not, but whatever it is, it's not drawn very well. The walls are just regular shapes with a background. Not good. The black holes and the explosion, however, were good.

The animation: Smooth. The explosion animation, however, was a bit choppy. I can't really say much else because there's not much left apart from the explosion and the black hole animation.

The music: Not bad, it's actually good, but it's a bit repetitive and after a time it gets irritating. The sound effects are drowned out by the loud music, but they're not bad, if you can hear them.

The concept: As I said before, the game's concept is not original. There are plenty of other gravity games out there, and this is no different. To answer the question I asked before: this game has nothing extraordinary, nothing surprising, just your average gravity game.

The gameplay: It's rather simple, just using the arrow keys and the space key to switch gravities. Sounds simple, but as always it gets tougher. Some levels took me a long time to finish and made me frustrated when I almost finished but had to restart. I don't know much, but the fact you could swap gravities while in midair meant you could do a lot more than you could with other gravity games where they switched on contact. I'm still wondering whether this makes it easier for the user or not. Maybe a limited amount of switches you can make in a level...?

All in all, not bad, despite the fact it's no different from any other gravity based game. And yes I have been harsh :)

~~ Summary ~~

~~ Good points ~~
1) Smooth animation
2) Simple gameplay

~~ Bad points ~~
1) Repetitive music
2) Relatively unoriginal
3) Rather basic art

[Review Request Club]

ProfessorFlash responds:

I can appreciate constructive criticism so thanks for your review. I'll keep your points in mind if I do a sequel.

Not bad

It's a good flash, but there were a few glitches that just brought it down in my opinion. I know your motive was to make people donate blood, but I won't be heading out to, because I'm scared of needles...but on topic, why this for Halloween? What's it got to do, apart from Dracula?

The graphics: Basic. The text in the beginning is italicized and just plain annoying. The text later on is better, but the font's too...basic. The images look as if they're ripped from the Google Image search...the background's not too good either. The UI is basic, and not very neat, I must say...

The animation: I don't think there's any animation at all. It's just a quiz, and for the bare animation there is, it's either a) too fast or b) too slow. I'm talking about the animations as you progress levels, and the end animation, all of which are just...hurried.

The music: Bad choice of music. I think it'd be better if you had peaceful music even in the increasing levels, so that the viewer could actually concentrate a bit. It doesn't help that every time you fail at level 3, you go back to level 3 and the level 3 music starts again, thereby duplicating the copy. So, say you lost twice at level 3, there'd be three copies in total.

The gameplay: It's just a simple quiz. You click and you get information. You pass if you get it correct, you go back to the beginning if you lose. That's what I hate -- having to replay it all over again. Thankfully, there were checkpoints. Yet this system isn't foolproof, but hurried -- there's no option to disable people from clicking "Play" from the context menu and just skipping things, and there's nothing to prevent people from searching on the internet. Perhaps you could've had an anti-cheat system and a timer?

All in all, an okay piece, although I think that this is thoroughly flawed. Please attempt it again, and fix the bugs!

~~ Summary ~~

~~ Good points ~~
1) Simple...?
2) Good...motive...?

~~ Bad points ~~
1) Dull background
2) Dull UI
3) Bad art
4) Little, if any, animation
5) Music glitch
6) Nothing to prevent users cheating

[Review Request Club]

IceDragon64 responds:

Thank you for your detailed review.

See below for explanation of reason for connection with Halloween

I like the fonts and I wouldn't change them. The images were taken (and credited) from Goodle images etc. I don't see why that is a problem. They were intended to show that Blood Donation is an international thing etc. and they do so. Since you have not told me which animations are too fast and which too slow I can't really respond. Like most quizzes, the animation is only intended to be a decoration etc. I can't see why you say "if any" animation and that you don't think there is any- when you criticise the animation you have seen.

Whilst some of our quizzes do incorporate anti--cheating I don't think it is important- if people want to cheat they will find a wayand its their choice to do so. If people were prepared to look up the answers, that would be fine by me- as they explored the pages, they would learn more!
I might do somehting with some backgrounds, but it would generally look too cluttered with the art, photos and animation if I put much in the background.

Sorry about the glitch- thanks for pinpointing it for me - we can definately fix that.

The effort y'all have put into reviewing does inspire me to improve the quiz.

You gotta fix this fear of needles- just go do it, these people are experts and they will leave you with less fear of needles!

Good...but frustrating

I liked this game particularly because it's a good time-waster, however I do notice from experience that games like this, and this, are frustrating, however great they may be, at the core it's just grinding. And when you die, you have to restart..all over again.

The graphics: Okay, the graphics were nice, and just like the Zambu Dance flash, the backgrounds were drawn to represent the habitat of the Zambus that the viewer was fighting, and of course, let's not forget the Zambus themselves. An eskimo, and two other Zambus which came from different places, all of them detailed nicely. The user interface was clean, with little if any frills and easy to understand.

The animation: The animation of the Zambu battle sequence was fluid, and the options (the battle options) almost blended into the background as soon as a button was clicked. The animation of the fire from the torches and the smoke from the volcanoes were smooth, although the fire animation was a bit fast to be natural enough. It looked unnatural.

The music: The music selection was nice for some Zambus, but I was probably the last person to know that you got a different battle theme with a different Zambu, because I chose the eskimo always! I discovered that only now! It seems that the Zambu with the long spear's battle theme was a little...too cheerful for the battle, which again, was not as suitable. Apart from that, the others were nice.

The gameplay: Alright, so when I played the game for the first time, up popped a tutorial screen. I clicked on "yes", and got an appropriate tutorial, which was easy to follow. The only problem I had with it though, was that the same tutorial screen popped up the next time I played the game! It's not much of a problem, but couldn't a small LSO have been used to check whether I viewed the tutorial or not? Anyhow...coming back to topic, the game itself was good. I got the option of customizing my Zambu / OONi, and I could buy stuff and play the game. The game, initially, was very good in my opinion; however, as I began to reach the higher levels, it just became a matter of grinding. And when you died, you lost every round you had accumulated, and everything you increased -- the power, the defense, everything had been lost. Except for the coins. Everything after that became a bore after I realized everything was a matter of luck, even though you're trying to simulate a random battle. A critical attack is inaccurate but strong. A normal attack is accurate but not strong. Yet they aren't hard and fast definitions, and a critical attack will be weak, and a normal attack may be critical, or miss altogether. Isn't it boosting up the difficulty a little too much when the normal attack can't even hit? When I reached level 7, all, and I mean all of my attacks missed, even the focused ones. That was when I realized it was hopeless. Sure, there's a way to beat the system. But not for me. I'm too impatient. But it sure did waste time. Oh, and one thing: A save function is lacking!

All in all, a very good game, with *some* flaws, but pulled off well. I'd love to play the game again if the incentives were higher, such as the last medal being worth 100 points: it's too difficult!

~~ Summary ~~

~~ Good points ~~
1) Nice graphics
2) Smooth animation
3) Good music selection
4) Nice initial gameplay

~~ Bad points ~~
1) Game gets boring and repetitive, not to mention tough soon
2) Somewhat based on luck...
3) ...but with 100% grinding
4) No save games
5) Low medal points for some

[Review Request Club]

Well

It's quite a nice game when I played it -- although the concept is not very different from the popular game "simon", it was executed well with good graphics and a good background music to boot. I'll elaborate later.

The art: I like the OONi people, or "Zambus" from what I read in the medal description -- they're drawn very nicely, almost to reinforce the "tribal" look. The night sky blends in with the foreground. The foreground is exquisite -- I like how the outdoors feel is represented with tufts of grass, elephant horns on the building, and drummers drumming when the witch doctor says a sequence. It's very lovely.

The sound: The music in the background is very well chosen as well, since I found that the music tempo increases as the number of sequences you have to play also increases. However, it gets a little repetitive at times, and when the game over screen plays, the music plays and loops at the wrong time, like a broken gramophone. I've also noticed that the sound cannot be turned off in-game, and that there is absolutely no pause feature -- when I tried to review this while playing, I lost that round! Mental note: Don't do anything else when playing this game, and don't attempt to. The sound effects are also chosen well and are different for different keys which *may* help playability for visually-impaired people.

The animation: The fire animation, I found, was smooth and like a real fire. The animation of the Zambus moving to the beat of the drums (and the keys) was also smooth; in essence, you managed to nail the animation. Spot on.

The gameplay: I found that there were 2 whole parts missing. Please, if you're going to put up a demo of something, at least finish it! Unplayability of 2/3rds of the game is not forgivable. If you wanted people to test the memory segment alone, then I think you should've just put it alone as well, right? Makes sense. Either way, I found the memory game very good, except sometimes you can get very lucky, and I mean very, very lucky. I got around 6 downs! I just had to bash down 6 times, and since it was just adding on to the rest of the arrows, all I had to do was memorize the last arrow. However, some other times were not easy at all -- I was so confused when I played the game for the first time that I passed one round solely on luck alone, which suggests the game is random, although I noticed that after you lost a round, you'd just have the initial (first) arrow swap, so if you got a LEFT in the first round and lost sometime later, you'd most likely get RIGHT first. I don't know what the significance of that is.

All in all, this is a very well-constructed game built on a rather unoriginal base, but compensated by being pulled off well. It still bugs me that this is only a test, and that 2/3rds of the flash is missing, though.

~~ Summary ~~

~~ Good points ~~
1) Fluid animation
2) Nice music & music behavior
3) Great graphics!
4) Easy to play....sometimes

~~ Bad points ~~
1) Don't submit unfinished pieces. Seriously.
2) Music is repetitive, can't be turned off in-game
3) No pause function in-game!

[Review Request Club]

Meh

I don't think this serves much purpose apart from showing what the basics of buttons are. Apart from the 110% newbie that enters flash only occasionally, pretty much everyone knows what a "button" is, in flash and in real life.
Okay, let's start.

The graphics: The layout is clean and simple, along with the text which conveyed the tutorial in a no-frill manner; however, the use of text as a button confused me at first. At the initial screen, I thought it was going to be a list of links which finished each part and returned you back to the title screen. Now there's an F and a B button, which I didn't know what they were until I just clicked on them; it took me a while to figure out they were "forward" and "backward". Either way, the graphics are minimalistic -- the way they're supposed to be.

The sound: I don't think it's a very good idea to include music and sound effects in the same package in a tutorial, especially where the music is so loud it drowns out some sound effects and some SFX so loud it drowns out the sound and turns the whole thing into a cacophonic "ear-rape". Thank god there's a "pause" button for the music...I wish there'd been a "set volume" button as well. Maybe you could've taught how to create that, I presume?

The tutorial: Now, the thing is, everyone knows what buttons are. This tutorial just expands a little on what buttons are, and introduces the viewer to actionscript. This is, of course, worthless to anyone who knows what buttons are, and what Actionscript is, such as a programmer. It doesn't help that there's only a "made in As2" tag and there's no "Choose version" button. Maybe it'd introduce some people to actionscript 3? Either way, this is newb (and noob) only. Pshh. Especially when you count that this is from 2010, and not many can see this flash since it's not featured or in a collection.

All in all, a very basic tutorial for the ultra newb, and is completely useless to others. At least it fulfils its purpose, although you didn't teach alternative methods (such as the use of the "Hit" frame).

~~ Summary ~~

~~ Good points ~~
1) Minimalistic graphics
2) To the point

~~ Bad points ~~
1) Teaches extremely basic stuff ("extremely useful? Maybe, maybe not.")
2) Loud sound, loud music
3) Confusing progress buttons (ironic...)

[Review Request Club]

Phantox responds:

I agree this is for the basic beginner but when I was starting flash, I knew nothing. I tried all the button tutorials and there were many times where I was stuck because the instructions weren't written correctly or it didn't explain steb-by-step and I would get lost somewhere. I also had to learn to how animate the buttons by myself because I didn't find a flash that explained how to do it.

Anyways, thanks for the review.

Not half bad

It's too small, but as SCTE3 pointed out, there's always the "inrease size" feature, but then again that just pixelates the whole thing. I've known from past experience with other loaders that you just type in the ID and you load the song. This one, though, simplifies that step by just telling you to input the ID and it'll do the rest. Neat-o.

The graphics: Not half bad, I like the pixellish graphics you used, and I think I know now why you had it so small -- because when enlarged the rectangles become bigger. It could've been vector instead of pixel, but aye, who am I to say -- others may prefer it, I can't speak on their behalf.

The animation: Good, since I'm talking about that one small thing where the person bobs his mouth only. I fail to see any animation there, perhaps a visualization? Then again, you said the sole purpose of this flash is "to play audio while playing something else".

The concept: Not bad, however this idea has been done to death before. There's the NG Radio Chat which had that feature, some other ones made by some other authors, and of course, the inbuilt players in the audio portal itself. So it's not at all original, and if anyone wanted to play audio from the portal, they'd just go to the portal and enter the ID, or use the other creations from other authors.

The system: Well, okay. I played the gadget, and I entered some audio ID -- I'm not sure -- and it started playing those loading bar things (it took me a while to figure out what they were). So correct me if I'm wrong, but you're supposed to load the ENTIRE song before playing, even if you just want to SAMPLE it? Also, there's no "main menu" button here, and not even a keyboard shortcut for it -- if I enter a gibberish audio ID, I get a person gaping at me, and the gadget "breaks", in that you can't listen to any audio any more, and you can't go back to select audio either. If you want to rewind the song and play from the beginning, then you'd have to skip the song, and go back to it, and wait another X minutes for that song to load, depending on your connection.

All in all, quite nifty, but under the surface, there's a lot of room for improvement.

~~ Summary ~~

~~ Good points ~~
1) Convenient
2) Good graphics, although could be vector
3) User-friendly

~~ Bad points ~~
1) Gadget "breaks" if incorrect ID entered
2) No allowance of rewinding song directly
3) Waiting time to play music, even if just to skip

[Review Request Club]

Surn responds:

"increase size" feature... pixelates the whole thing."

It's pixel art- that's kind of the idea. Still, you have a point with it being too small.

"others may prefer it, I can't speak on their behalf."

Hm, a matter of taste, I didn't really consider that.

"So it's not at all original, ... play audio from the portal, ...or use the other creations from other authors."

The advantage this has over the audio portal is that it plays the song then moves on to the next song, where as you'd have to retrieve the next song manually. As for other creations, that is a good point.

"those loading bar things (it took me a while to figure out what they were)"

Hm, probably should have told the number box at the top to say "Loading" while it was loading. Coop seemed to have had trouble with this as well.

"So correct me if I'm wrong, but you're supposed to load the ENTIRE song before playing,"

That's what I programmed it to do. Perhaps next time I'll unlock it at 50 or 75 percent.

"there's no "main menu" button here, and not even a keyboard shortcut for it"

That would have been useful, though it would have taken away from the simplicity of the device. Still, arguably worth it.

"I get a person gaping at me, and the gadget "breaks", in that you can't listen to any audio any more. "

He tells me he enjoyed your company, he doesn't get many visitors (especially with such a low score). But seriously, I probably should have made it give an error message, them compensate for it instead.

"If you want to rewind the song ... skip the song, .. back to it, .. another X minutes for that song to load."

Play controls would have been nice- but again, that would take away from the simplicity.

This review was quite insightful. I'll look back to it when I try making another audio player.

Disappointing

After playing Shrimpy's Adventure V1.2, I think this was a tad worse than before. At least that one was passable. Although this is better, the main factor that weighs it down is the lack of playability here. Of course, I couldn't solve it, but others may, so don't take only my advice, m'kay?

The graphics / animation: Now it's relatively simplistic. I like Shrimpy but the other ones such as the rotating fan-blades were choppy and ugly. There are no fish in the background despite the setting being water. The fish are pencil and/or basic shapes merged, and the shooter was relatively meh.

The sound: It's loud this time, and the choice of music is not very nice either. There is a noticeable lack of a mute button here, so I have had to keep my speaker volume muted throughout this whole review and the gameplay, due to its annoyance. There are no obvious sound effects either.

The gameplay: It's just bad and sad at the same time. I don't think this game was too playable because of its sheer difficulty. I can kill the fish, sure, but it seems that my bullets end when they hit the wall, whereas the bullets spawned by the fish are "armor-piercing" and just *burst* through the walls? I don't think so. The additional "wall of shurikens" also hindered _any_ advancement at all, especially when you combine that with the fact that you can't shoot bullets through the shurikens and that the devil-spawned fish can shoot it from below, making timing -very- crucial, and 89% of the time I tried it just popped up from below, no warning. If there was a way to allow users to know about the shurikens, such as a pop-under at the bottom showing a bullet, then maybe it'd have been smoother sailing. But heck, unlike the previous game, I couldn't even get past the first area. Maybe an area of invincibility? However, I do notice that the ceiling bug has been fixed.

Anyways, I think that the major reason it was so was because you just rapidly combined every single suggestion at the same time. That's a no-go. You could've changed the learning curve because here, it's *way* too high.
Sorry, but in this case I could give you only a 3, because I couldn't sample more of the game in its full glory (?)

~~ Summary ~~

~~ Good points ~~
1) Some graphics are good
2) Some bugs fixed (the "ceiling" one mainly)

~~ Bad points ~~
1) Poor choice of sound
2) No mute button
3) Steep learning curve
4) Couldn't get past the first area
5) No notification where and when bullets are appearing
6) Other graphics..not so good
7) Choppy animation

[Review Request Club]

shrimpchris responds:

Actually, I completely forgot the mute button when I made this, so sorry about that. I like the music and a few others do too, but I can understand why you might not and I'll include one in the future for sure. (Can you believe I forgot it? Seriously, how did I manage that?)
The thing about the fish bullets going through the "walls" was a weird problem I had trouble fixing for some reason. I still don't know why that happens, so sorry about that.
Not sure how I could do a "bullet notification" thing, but that'd be pretty fun to try and figure out. Thanks for the idea.
The enemy fish were made in MS Paint, but I'm gonna try to get my graphics done in GIMP when I can get the damn thing to actually work on my computer.
I'll work on the animation some more for sure though. (Frame-by-frame is kinda hard, but I'll keep practicing)
Thanks for being kind enough to review at all though!

Not bad

It's a nice platformer you made with Games Factory 2, and although the game was riddled with bugs you still did a good enough job to compensate a little. I'll elaborate later.

The graphics / animation: They were good, everything being good enough except for the static sprites such as the trees. I liked Shrimpy and the design of the platforms, along with the swimming fish: their animations were smooth. The explosions were, I presume, life? I wouldn't see why that had to be used, perhaps because of it being the default sprite set in TGF2?

The sound: At the beginning it's a fast-paced sound and then when you enter the game it's a slow, calming sound. I don't quite see the point of that, although the songs themselves are nice. Either way, for an underwater theme the song is chosen well.

The gameplay: It's a quite decent platformer you've made, along with relaxing music as a casual, relax-y type of game, but sadly it's riddled with bugs, like I said before. Rather than having to go to the trouble of jumping up all those platforms, just fall down a place (bug?) and you'll end up near what I think is the end screen. Just collect the explosions and then jump. Problem is, if you jump and hit the dissolving brick, you instantly lose a life and reset the screen there. Another problem is the sticking to the ceiling. Normally I would press C to push the character down, but now when I got to the near end, I got stuck between two walls and a dissolving brick. I nudged C again and again, but it only pushed it down a little bit. By the time I freed him, he went through the floor and fell! But he didn't reset, he just went off the screen, no lives were lost, almost as if you were just navigating the screen camera!

Apart from all the bugs, it's quite nice. I'll go check out Shrimp's adventure V2 now.

~~ Summary ~~

~~ Good points ~~
1) Nice graphics
2) Smooth animation
3) Good choice of music

~~ Bad points ~~
1) Riddled with bugs

[Review Request Club]

shrimpchris responds:

Thanks for the review in advance.
Anyways, I hate how there are so many glitches too, but the built in platform movement is horribly glitched and I can't make "fast-loops" with the limitations of the NG's edition, but I've gotta make due with what I have for now.
Thanks again.

Um.

I didn't particularly like this game, mostly due to the bad graphics and the in-originality of this. You could've just as well used an awesome face sprite.

The graphics / animation: Meh. A poor replica of an awesome face sprite. Not only is the meme poor, the drawing is even worse than the original awesome face. The coin, door and wall (including spikes) are just basic shapes, with the only exception being the spikes -- brush strokes that are more smooth than sharp, per se. The maze is even worse -- a large rectangle with erased out parts, which looks unprofessional.

The sound: Downright annoying. When I started the game I was presented with a loud background music, and when I clicked on play I was directed to the level screen, where there was no Mute BGM button. I had to go back to the menu and disable the sound. That doesn't help the fact you can't autosave, either.

The gameplay: It's rather a collection of minigames involving the awesome face named "Pilo", than an actual game, per se, mostly due to the fact that there are levels such as coin collection in one level, and suddenly some levels ahead you jump into mazes and forget about coins altogether. I couldn't finish the game, and see the "sound" section where I said I had to go to the main menu to disable it -- I'm lucky I did that on the first level. If I had done it any later, then I'd have given one star less. Put at least a *little* effort into organizing the level system into chunks, where you could save every time you got into a snag for later. That or add a mute button; I hated the fact you put the "5 commandments of Pilo" in the tips section...that's just downright bad, but that's only my opinion. The only good thing that came out of that commandments was that it was challenging. Also, I'm writing the review while playing the game -- I'm still seeing the death counter increase while I'm writing this. Add a pause menu, for god's sake!

That's all for now. I hope to see a better version where the graphics and other things are better, because even though this idea's not original, it at least has some potential in it.

~~ Summary ~~

~~ Good points ~~
1) Challenging

~~ Bad points ~~
1) Bad sound
2) Poor graphics
3) Unoriginal
4) No pause menu
5) No save system
6) No ingame mute button

[Review Request Club]

norfor22 responds:

Thanks for all the harsh criticism :)
(I'm serious)
I have nothing to say for myself except - i will try harder next time :)

Took all what you said in consideration.
This game was mainly to "test" my as2 mad skills.
(i'm not serious)

I will, however, make a more serious game then that in the near-ish future, since i got my mind on other projects right now :d
But seriously, thanks for taking your time and reviewing this game.

Thanks for dropping by!
NOTE: My outbox is full, so I may not be able to reply to PMs directly - might PM a reply via my alt or through comments.

Student

Somewhere

Joined on 8/20/08

Level:
28
Exp Points:
8,430 / 8,700
Exp Rank:
4,414
Vote Power:
6.96 votes
Rank:
General
Global Rank:
388
Blams:
1,969
Saves:
23,283
B/P Bonus:
48%
Whistle:
Silver
Medals:
2,487