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Thetageist

82 Game Reviews w/ Response

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Really solid so far, but not quite fully playable. When the player falls into the void, it advances the level rather than killing them, and there's no restart button or automatic restart for when the player dies to spikes, other obstacles, or the void. Nice work, though!

Oh, and can you credit your music sources, so that no one thinks you're using copyrighted music and reports you by mistake?

VoiDev responds:

Thank you so much for playing my game! some bugs I have been bought up though such some spikes not killing the player, but I couldn't find anything about dying to the void and spawning in the next level? Could you please supply me with a video of your discovering?
and that last part I use Ecrett music, ill put that in the description.
Thanks for the feedback!

Love the basic gameplay a lot, and the graphics look great! Tiny glitch report; sometimes after I get through a barrier, there's a "phantom" duplicate that appears ahead and pixelates out of existence. I assume that this is supposed to be the barricade I just got through, but it shows up in the wrong place.

MugMedia responds:

Thank you! Ah i think i know what you mean, some parts of the obstacles extend further than the jump and so fade out later; perhaps there is another way i could do that. Or there is another rare bug where a whole obstacle may briefly appear crossing the path ahead.. hmm

Hey, this concept is really cool! Before you start releasing it, however, I'd recommend giving the player a clearer idea of what the objectives are, and decreasing the spawn rate of both types of atoms. This way, I think it would feel a little more structured, and probably make it more challenging to gain points than simply waiting for a ton of white atoms to spawn.

MCVstudios responds:

thanks for the feedback, made some progress with the game and took your ideas into consideration >> https://discord.gg/6DqAu72W
check it out would really love some feedback

This concept is actually pretty cool! However, before I'd consider it finalized, I'd recommend you make movement less slippery and give greater control over the directions of your bullets. When you have this many enemies to deal with, it helps to be able to take them out more easily and not run into them.

Gold356 responds:

I have added a new movement that does not use forces :)

Pretty solid game! It took me a bit to understand how to get a match started with the CPU - my first instinct was to switch the second player to CPU first and then let it pick a character, so picking a character as Player 2 and then switching it to CPU was a bit weird to figure out.

Otherwise, I'd love to see some more fun and flashiness added in the future! Maybe some kind of ultimate attack the characters have to charge up for, to give it an extra bang?

TheBlueHatted responds:

You can drag and drop the CPU token as player 1 instead of doing what you did

This game has a whole lot of heart put into it - it's got basically the same premise as Tiny Fishing on Coolmath, but all these extra fun bits like the fish chasing you, the music and the fish chasing sound effects that blend perfectly into it, and the achievements you get for specific things (plus the fact that there's an actual end goal) improve a ton upon that concept!

Perhaps it might be better to include something more to measure your progress overall, beyond the upgrades, medals, and distance? Maybe a fraction or percentage of how far you've gotten over the total distance (which I see is 1000)? I think that if there's a clearer indication of progress, there'll be more motivation to continue dodging those vicious attack fish.

Edit: Also, please make this mobile compatible! I really want to play it on my phone too!

Frenchie14 responds:

Never heard of Tiny Fishing. I'll have to check it out!

You're right that there's no way to know where the end is. There's a hint in one of the medals (halfway there medal awarded at 500m depth) and the scenery changes as you get deeper, but there's no "you're this close to the end" indicator

Not bad - it's mostly good old classic Snake. Unfortunately, the game runs out of apples eventually, but doesn't have a win condition, and the apples don't reappear when you lose. I'd say that you should fix that before this game can pass judgment.

I'd also recommend you do more with the concept. Currently it's just Snake. What twists can you put on the game that will make it stand out from all the others out there?

Graphics are really cute, by the way! (And your username is hilarious.)

DefaultBlenderCube responds:

Really appreciate the feedback :)
I'm aware the game needs work, I'm new on Newgrounds so I was just trying to figure out if submitting the game works properly with this one.
For whatever reason, the resolution acts different on Newgrounds than usually so the apples sometimes appear offscreen.
I will def be fixing that and adding new features soon.

The functionality and number of options is a little bit basic, but the artwork, interface, and clothing designs are really cool!

Would you two be up for adapting this to a different format (based in a PSD file) so that you can post it on another site I know? I feel like dress up games don't get as much attention on NG, and I think that this'd get more love if added there, due to the larger number of dress-up enthusiasts.

ErisAcolyte responds:

I'm glad you liked it! It was a fun little project between me and Nomen; I'll tell them what you said, and see if they've got time to play with the programming (I just did the artwork ^_^;;).

Calling it "Enasona", I was expecting a bit of affectionate fun-poking at the fan characters that get made by the community. But this is great too. I can tell there was actually some effort put into this, short though it may be.

Edit: The suspense! :3
Edit 2: WAIT. It’s called “Enasona” because it’s like Persona, not because of the fan characters. I’m smart now.

FrazzaJazz responds:

I really wanted to call it “PersENA”

UnevenPrankster responds:

I made it in a day, so it's hard to do anything really big with that little time!

I definitely want to see more of this. I'd agree that there's a little bit of weirdness with the sound design (I particularly don't like the sudden "BONG" when you restart), and I also had a hard time understanding what the lasers were and what the move counter was on the left. The industrial/scientific/electronic aesthetic is interesting - makes me think the monkey's being tested, Portal style. I do really like the concept, though, and the gameplay seems pretty solid so far!

Biebras responds:

Thank you for your feedback, we added new levels!

Pronounced Theta-geist.
I’m the ghost with the posts! I dabble in everything and give detailed reviews. ¡Hablo español también!
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Joined on 8/11/18

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