Fun, challenging and creative.
A new way to look at puking, most definitely. I enjoyed this, and look forward to more unique games from you.
As is custom of games with board creators, I will also post a stage that I made.
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Quite an interesting game, I really enjoyed its simplicity and sillyness, a good spoof. I'll be looking for a sequel!
Here we go.
First of all, I have to say that this feels like the end of a hack and slash platformer, and without that portion, it feels incomplete.
Bugs - Simply too many.
-Vastly uneven drops: It's nearly impossible to upgrade the sword past lvl 3 because of the rarity of the last 2 gems.
-Gem drop/pickup mistake: The last 2 gems are switched.
-Unbalanced stats: Example - If you put a lot of points into Strength, you build up damage quickly, yet when you pour points into Agility, he still rarely misses you.
-There are others, as other people have pointed out, these are just the most aggravating
-Speedy thief: he goes a little too fast to catch up with him if you get hit.
-Lack of HP recovery: The only way to get HPs is to level, and the only way to recover them is to die, which you can only do once.
-Constant interruption: I was hard pressed to find much time to chase down the thief for gems with the boss and the flame enemies constantly bearing down on me.
-Too few different animated poses: His stopped pose is the same as his jumping/falling pose, and it doesn't look right. It looks like it should only be for sliding (to a stop while running, or while changing directions). Though, the few (3-4) different sword strikes that you have are alright.
-Gravity seems odd: maybe make the gravity a little stronger, and incorporate a double jump instead of the low-g jump you have going.
I hope you don't hate me now, it was a fun game :) keep going, keep improving.
Very well done!
Great information and presentation! This was very helpful. The only one problem was that I could hear background static when you spoke; try using a better microphone next time :) Other than that, it was useful, good job!
Should have been longer
Nice graphics, interesting concept, but it definitely felt as if it should be longer, especially since you only get to visit the shop once, and it appears as if there is extra counter space for more than the two items. Definitely add more levels, and more items, could have been much more intricate. Fun for a short game though.
Thanks for diluting my sanity further. I think I'll go.... place.
An improvement, but not flawless. The music is nice, although it repeats, it doesn't get annoying. Some of the levels were too easy, while others were so difficult, luck became a major factor. I found 38 to be the most stressful. Also, I was disappointed that I didn't get anything for beating them all, just for beating lvl 40, and other "side stages"
It is a unique game, but could use much improvement. In short, I had fun, but don't be happy where you're at, keep improving.
A Few Problems, But Worth Playing
I know it's not an original gameplay style, but it is well done. There are a few problems that I found with it, that can be fixed to improve playability and fluidity. First, the wing system seems pointless the way it is being used. You go to the checkpoint regardless of whether you have wings or not. I suggest starting the player in the same room that they dies in until they run out of wings, then returning to the checkpoint. With that in mind, you could also put less checkpoints in the beginning. There could be difficulty levels that change by the amount of checkpoints and the size of the raven's hit box (full on hard, smallest on easy). Another problem I found was that the smaller things such as spiderwebs and such would kill you as well, they should just be foreground in my opinion. Leave them as detail, but get rid of their ability to kill, it makes the game a little too tedious at some parts. Also, if you make a new one, I would suggest implementing a landing function, which you could walk on some ground surfaces without getting hurt (press space bar to land for example) and have little areas that you have to walk through (down becomes duck, up becomes hop). Some of the keys should have been harder to reach, some easier. there also should be some hidden routes to spice things up.
Now that I am done picking it apart, I'll put my kind words in. Very nice detail and art style, the controls were simple to learn, yet hard to use in tight spaces (due to the crow continuing to move after the button was released) Interesting plot, gave me motivation to seek revenge. Nice surprise at the end, I didn't expect the credits to kill me (so I missed the last key) and overall nice design. Good job, keep improving!
Very nice, I loved it! My two favorite things at the end were:
"Look at you now Earth, pff!"
"Wait, where are my cheesy snacks? Noooooooo!"
Great concept, great art, great execution, smooth gameplay, this has it all. This is a definite must-play for anyone who reads this.
Contradictory to what others seem to think, I thought this was rather nice. It was simple and amusing. The graphics weren't the best, but they were cute. But just to prove my point, I'll adress the complaints that I have seen.
1: "The dragon is too hard!"-It's the same pattern every time, try paying attention and memorizing it.
2: "The magic sound is screechy!"-How about just turn down your volume? The noise isn't that terrible...
3: "There was no third character until the end!"-Yes there was, it says so in the princess's note.
So why don't you people start paying attention to details? I swear, I don't know how people survive the real world with that attitude.
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