Mute freezes the game.
I'm looking into this. It's only doing it when the SWF is on Newgrounds though. Everywhere else is fine! :|
gameplay was okay
A new add after every play? Sorry you get a 0 for that. I am all for making money, but an add that stops me from restarting is going way to far.
Besides that, put in a damn volume control. I am so sick of having to change my system volume for games.
Everything was good ... except the gameplay.
I spent far to long just trying to figure out the controls. If you want someone to be able to play your game, you have to tell them how. A random shape does tell me what button to press. Maybe if the shapes were in the direction of the arrow I was suppose to press, I might have picked up on it.
The reason why this was so confusing, was because the character only jumps. No matter what direction I press he performs the same action. So you need to put in a way for me to distinguish what button to press when.
If the gameplay issue could be fixed, this might be a good game. But until then, don't even bother with any other 'improvements'.
Say no to platforming
So the platforming sucks. I either over or under compensate far to often.
Basically the controls were harder than the bosses up to act 4.
I'm not going to finish it, not worth the frustration.
Okay im done
My finger hurts and have no feeling of accomplishment.
I tried combining moves like jump and attack, and got it to work once in a while. However I was never able to figure out how to do it consistently. Maybe its my weapon choice, but how am I suppose to know how my weapon choice effects my moves?
So I pick the biggest most damaging weapon I can find and hack my way slowly through creatures. With my move list consisting of [s], my finger starts to hurt. I suppose that's fine as long as I'm still able to reasonably clear a level.
Second boss is a pain (and almost makes me quit), but after figuring out how to avoid the attacks I eventually start to get him down. And for the love of god does it take forever. Mind you, slow moving hacky weapon is taking 8 or more cycles to get him down. But oh wait! It looks like his health bar is gone, so I try for the kill shot, but I can't! Since the damn picture is hiding the last 5% of his health. So the fight is annoying at the beginning, since there is no dash vertically, causing multiple attempts that get me nowhere. Once I do figure it out, the fight becomes so tedious I just want it to be over.
So act 3 here I come. Ooo guys on a tower, interesting. Big pile of bushes with hidden gem, nice. Field of spinning death blades that I have to guess at avoiding. These pillars of spinning blades are the stupidest thing in the game. Spacial awareness in brawlers like this is confusing, and trying to avoid those damn things while trying to chase down teleporting mages is what made me give up. It is no longer worth trying to figure out the right way to jump into a field of spinning death, to get shot and poisoned while trying to chase down the damn mage. I gave it about as many attempts as I did the second boss, and if that's what I have to look forward to for the rest of the game, you can keep it.
Its pretty, its basically functional, but I find it to hard. Hard =! good. I look forward to the next episode of Larry.
Hard does not mean good.
It has been a while since I've encountered a game that felt so utterly unplayable. At every obstacle there is some magical combination of button pressing that just does not come together. It feels sluggish and un-responsive at nearly every turn. I don't want to have to become an expert at a game in order to get past the second level.
So no, this is not a good game. Its pretty, and I love everything else The-Swain has put out. But this was just painful.
The word that so many people seem to forget when they are making a game. But I am happy that you did not. I had fun playing this game. It was cute and simple, and enjoyable. You balanced challenge and completion wonderfully, and you deserve all the acclaim you are getting.
Trial and Error platforming with more than 1 sec respawn times is poor design.
Fix the bugs
More than once I got stuck in the wall. This could be resolved by just a simple restart button.
I understand you want people to see the up and down levels but please come up with a cleaner way. A display on the side would work so much better than covering my screen with so much indistinguishable crap that I can barely see what I am doing.
I am much of a fan of moving the mouse more than I half to. Going outside that comfort zone jeopardizes the defecate function of my wanking wrist. Having to move in such a large circle is uncomfortable and I would be much happier with just clicking and dragging a line in the direction I wish to go.
I liked some of the music and some of it I did not, thats nothing to bad to complain about, but maybe a mute button would be appropriate.
Overall not to bad, just getting stuck in a wall drains any joy your game may have once given me.
sorry not intuitive at all
It is a great concept, but controls Fing sucked.
I know flash has limited 3D capabilities so this is a grand undertaking. But at some point you should have said, "hey, this is completely not fun to play".
Here are the things that killed it for me:
Viewing - When I want to see the maze from one angle I am forced to wait for it to slowly settle into position. Then if I need to change to another side the maze will suddenly jump to a 270 or 180 turn making it so I can't keep track of the position I was trying to watch. Make it so I don't have only 6 stationary places to view from, let me rotate to wherever I want.
Controls - Space has never moved me through a maze before, but okay, its 3d, I can adjust. But why the fuck is there no backup button? I have to spend minutes going back and forth along the line till I find the perfect spot in order start going along a T-junction. You need to be more forgiving. I just get frustrated when I am forced to do the same challenge 60 times just becuase there is one, nearly indistinguishable, spot that I have to be at.
To fix this first make the joints "bigger", I mean let someone close to a joint move the maze so they can go down the next path.
Second, put some kind of incator for which direction I am allowed to move. That way I can see which way I want to go. An arrow that shows me which direction I am facing along with a different color when I am facing a path I can go down. That would make moving about the maze 100 times better.
Timer - Am I being timed? The start screen suggested that I was, the few seconds that I spent there. I could not tell, and really did not care. If you put a timer and goal time on the screen, I have a clear objective to obtain, not just get to the end.
Thats basicaly all I have. i commend you for going at a 3d game with flash, that is no easy task. But just becuase its "3d" does not make up for poor gameplay.
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