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LuckyCheshire

91 Game Reviews

24 w/ Responses

Yeah, I agree, it could use some work (esp. graphics) but the overall concept is great. I would also add that I think werewolves/lycans should get a hp buff, and pumpkins a hp nerf and speed buff. Also during the Dracula fight I could see the red jitter to indicate how much damage was being dealt, but his health bar stayed full the entire fight (died normally at the right spot tho, seems like just a visual bug).

Cute. The ending is a bit lacking IMO. The dancing skeletons were a nice touch.

The humor and difficulty really clicked with me, and I would love to see more! Seriously, all the characters seem really well designed and the art fits super well; The background was a lot more fleshed out than similar games too. The controls were pretty smooth as well, but I think they'd translate better to a controller than keyboard/mouse.

Just a couple negative things: the blood lasers could use a little work graphics-wise and a few pits near the start seem like should have spikes but don't. Also the lack/increase of capitalization/punctuation on certain characters is a good way to differentiate tones and mannerisms in a limited environment, but when applied to the main character it gets a bit old fast. Really these are just super minor nitpicks, overall this was lots of fun.

...Seriously Jack? Why did you decide to hide in the single hardest spot to reach in the entire manor?

Stopsignal responds:

Awh man, this is fantastic!!
In retrospective the game would work great on controllers, i didn't even think about it, huh. I don't own one so it usually slips my mind, oops.
I also worried about maybe burning people with his "super low key way to write dude yknow" quirk he has, hahahah. This is good insight for the next time i write a main character, thanks!!
Also i *had* to reuse that one room for the last part, so blame me, hahaha

Yeah, controls could use a little work. My main problems are with jumping to grab a ladder, which is pretty much impossible when jumping at it from the side (jumping straight up works fine though) and as was was mentioned below, not being able to swing your sword right after landing. Other than that, I would suggest nerfing the fireball gargoyle things a bit and adding in some sort of upgrade system (higher damage, more hp, possibly a ranged attack...) as is I don't have much incentive to actually kill the enemies, and lose less health by skipping about half.
On the pro side, the wide variety of enemies were great and the setting conveyed the usual whimsical feeling I've come to expect.

Butzbo responds:

As it was a common complaint, there was no reason for the stairs to be so hard to grab so I just tweaked it on a recent update. Also upgrades would be fun if I get to make a longer version :)

Thanks for the review!

It would be really nice to have a way to skip long cutscenes after failing on a section, but otherwise awesome as always. Female Dregg is terrifying.

A few things- First, the controls are really bad using a keyboard because I'm forced to use basically everything with the same hand which is extremely uncomfortable... Next, why do I have to hold a key down to use the Compass and Map? A simple toggle would be a lot nicer. A pause button would be helpful but I can see why you didn't put one in given the general theme of falling infinitely with limited control. I would also like to have a little toolbar showing what level my equipment is at currently. Additionally, why can't I climb up my grappling hook? That would also make the hook a lot more useful; As is I don't use it unless absolutely necessary.
All that said, I love the atmosphere and color scheme, and the difficulty is just right for my tastes. (That one torus shaped ship is really cool). Just a little more fleshing out (especially the ending) and this would be perfect.

bokononyossarian responds:

Thank you for this feedback! Since we are not using this newgrounds post as our submission, we have added some of these changes and updated this build! You can now use arrow keys as well as WASD. Also the map and compass are now toggle-able! thank you for this awesome feedback!

The other suggestions are great, they're just not as simple to implement quickly.

It's a little irritating to get told how to teleport every single time I run into something, but otherwise fun little puzzle game. Poor fireflies.

Yeah, there really wasn't a well-communicated point or objective or even continuity. There's these random scenes that I can minimally interact with but they don't seem to relate to each other or anything else. Sorry, this one was just a flop IMO.

StuffedWombat responds:

yeah its pretty experimental :)

the scenes are connected through abstract concepts that are hard to read!
thanks for playing!

Man that's hard. Looks awesome though.
Edit: Found a minor bug. You can collect hearts even after you've died.

I didn't feel particularly lost, no. Once I figured out that the room were in a set grid pattern I just went through methodically and found everything pretty easily. The text boxes were a little irritating to work with, especially given the heavy focus on talking to things. My bucket seemed to have been auto-filled when I stepped in the water, instead of my having to interact with it. I couldn't talk to the skulls. Otherwise I like the concept and the graphics are all pretty clear. The lack of a clear objective in the beginning was also communicated well.

being-brin responds:

Thank you for the feedback :)

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