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Game Reviews

Idle RPGs, MMOs, browser games and mobile RPGs, taken apart properly. Every review carries a score out of 10, what the game does well, what it does badly, and the kind of player it is actually for.

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Frantic 2

A free 2009 bullet-hell shmup from the Kongregate developer known only as PolymerRabbit — three episodes, thirty bosses and five customisable ships stacked on top of a genuinely clever "scrape the bullet stream for score" mechanic that the game itself never bothers to explain, wrapped in a bullet-vs-powerup colour clash players were still complaining about a decade and a half later.

6 / 10

Reviewed

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GemCraft

A two-person Hungarian studio's June 2008 Armor Games debut asked a simple question of the maze tower-defense format Desktop Tower Defense had just popularised — what if the upgrade path wasn't the tower, but a gem you could pull out, combine, and throw as a grenade — and built a persistent wizard-levelling meta-game around the answer that outlived Flash itself.

7.5 / 10

Reviewed

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Happy Wheels

A ragdoll physics playground where the violence is the punchline — Jim Bonacci's free browser game turned decapitation into slapstick, built its longevity on a level editor that outgrew the base game by orders of magnitude, and outlived Flash itself through a 2020 rewrite most of its contemporaries never got.

7.5 / 10

Reviewed

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Launcher / Upgrade Arcade (Toss Game)Browser

Hedgehog Launch

John Cooney's 2008 Armor Games launcher sent a fictional nation's mascot hedgehog into space on a giant slingshot, added mid-air steering and an upgrade shop most toss games of the era didn't bother with, and became the template a string of later Flash launchers — including Learn to Fly a year on — visibly borrowed from.

7 / 10

Reviewed

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Interactive Buddy

Shock Value's 2005 Newgrounds toy hands you a ragdoll blob, a hand to slap it with, and a shop full of bombs and god powers to buy with the money you earn tormenting it — one of the earliest ragdoll-physics sandboxes on the web, and still more toy than game two decades later.

6 / 10

Reviewed

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Karoshi Suicide Salaryman

A Flash puzzle-platformer where every spike, saw and falling safe is the goal instead of the hazard, built by Jesse Venbrux as the third entry in a franchise that started life as freeware on Windows a few months earlier — which means half of what looks like a fresh idea here is the series repeating its best tricks for a bigger portal audience.

7 / 10

Reviewed

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Kingdom Rush

A Uruguayan studio's first major project turned a portal sponsorship deal into the Flash browser era's most influential tower defense game — one that outlived the plugin it was built in by porting itself, tower by tower, onto seven other platforms while the original still runs today under emulation.

8 / 10

Reviewed

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Launcher / Upgrade ArcadeBrowser

Learn to Fly

A penguin, a ramp, and six upgrade categories — Light Bringer Games' 2009 launcher turned a Max Games sponsorship into one of the decade's most-replicated Flash loops, then hit its own ceiling in under a week of contemporary reviews.

6.5 / 10

Reviewed

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Line Rider

A Slovenian design student's 2006 art-school sketch — draw a line, watch a sledder ride it under gravity — became a global phenomenon with no goal, no score and, deliberately, no eraser, and the question of whether it counts as a game is still the most interesting thing about it.

7 / 10

Reviewed

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Loved

A ten-minute Flash platformer from 2010 that opens by telling you your gender is wrong, then spends the rest of its length making you choose between a narrator's approval and your own defiance — and rigs the controls so that choice never feels comfortable either way.

7.5 / 10

Reviewed

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Madness Interactive

A 2003 Newgrounds fan game that turned Krinkels' ultraviolent Madness Combat cartoons into a scrappy side-view shooter, then quietly became more famous for its sandbox mode than its campaign — 15.8 million Newgrounds views and a modding scene that outlived the original authors' involvement.

6.5 / 10

Reviewed

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Meat Boy

A three-week Newgrounds precision platformer from October 2008, built by one artist and one first-time Flash programmer, that quietly became the prototype for Super Meat Boy — and is worth judging on its own, rougher terms rather than as a footnote to the console game it grew into.

6.5 / 10

Reviewed

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Motherload

A 2004 Flash mining game that turned "dig down, sell ore, buy a bigger drill" into one of the stickiest loops the portal era produced — sold for free on half a dozen portals at once, then sold again as a paid Goldium Edition for players who wanted more of exactly the same thing.

7 / 10

Reviewed

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N

A ninja falls, slides and wall-jumps through a wireframe apartment building full of homicidal robots, in the 2004 freeware download that taught a generation of Flash developers what momentum-based platforming could feel like — years before N+ or N++ existed.

8 / 10

Reviewed

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Newgrounds Rumble

A free browser brawler built entirely from Newgrounds' own mascots, in development for eighteen months before its May 2007 launch and still patched for two years afterward — it won the site's first-ever Game of the Year Tank Award, but its "Smash Bros. of Newgrounds" reputation oversells a combat system that actually plays out on a health bar, not a knockback meter.

7 / 10

Reviewed

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Papa's Pizzeria

Flipline Studios' 2007 time-management game put a mouse-driven, drag-and-drop pizza station where a decade of Diner Dash clones had put a single click, and the hands-on idea it proved out became the foundation for one of the longest-running Flash franchises ever built — even though the game itself never gives you anywhere to spend what you earn.

6.5 / 10

Reviewed

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Pico's School

A 1999 point-and-click shooter built in Flash 3, before Newgrounds even had a Portal to host it on — historically the single game most credited with turning Newgrounds into a platform, and mechanically a very thin one even by the standards of its own year.

5.5 / 10

Reviewed

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Portal: The Flash Version

Two Israeli teenagers spent months translating a game they hadn't played into 2D, working only from Half-Life 2 and Orange Box trailer footage, and shipped it on Newgrounds a single day before Valve's own Portal reached shelves — then watched Valve fold 14 of its levels into an official Xbox 360 re-release two years later.

7 / 10

Reviewed

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QWOP

Bennett Foddy's 2008 ragdoll sprinting game reduces a 100-metre dash to four keys mapped directly onto muscle groups, and the resulting near-impossibility is the entire point — a joke about video game control schemes that outlived the punchline to become a genuine design influence.

7.5 / 10

Reviewed

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Ragdoll Cannon

A June 2008 Box2D artillery puzzler that asks you to launch floppy stickmen at a "HERE" button in as few shots as possible — polished enough to spawn three numbered sequels, a remake and a level pack, but built on a golf-style scoring idea the game itself barely uses.

6.5 / 10

Reviewed

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Raze

A 2010 Armor Games shooter that bolts an FPS-style mouse-aim-and-credit-shop loop onto 2D platform movement, then tells its story twice — once as the human resistance, once as the alien invasion it's putting down — an unusually structured idea that a repetitive, mirrored second campaign doesn't fully live up to.

7 / 10

Reviewed

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Realm of the Mad God

A two-person game-jam prototype turned into the browser's most influential permadeath MMO — a bullet-hell shooter where death erases your character entirely, funded on cosmetics alone at launch, and still running fifteen years later as a live game that quietly isn't a Flash game anymore.

7.5 / 10

Reviewed

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