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Thetageist

260 Game Reviews

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Love to see dress up games still alive and well! Everything seems to be functioning well, and the art is super polished! Definitely evokes the Flash classics!

One small warning: I know that this is exactly what the Flash games of yore would do, but Newgrounds doesn't allow copyrighted music in submissions anymore, unless it's for parody purposes. Too risky from a legal standpoint.

CC531 responds:

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOO DAMN

tysm tho, I try my hardest to be accurate n all :D

This game is so engrossing! I love the aesthetic, especially the unique sound effects, and the focus on learning to expand without much of a guide.

A few suggestions and questions:
- Ability to drag the overworld map around to pan across it. Also, ability to zoom out further once the town gets big enough.
- I thought I saw a pop-up that said "+5 Good" when the bandits left? How does town alignment work, it looks separate from adventurer alignment.
- Maybe a bandit attack could be another event with choices to make, like the plague. Or you could send one of your adventurers who isn't on a quest to go fend them off!
- Eliminate weird spaces in journey area names. For instance, "SHIPWR" currently reads as "SHI PWR" and "RUINS" reads as "RUI NS".
- It took me a long time to find where the shipwreck was visually on the map. I wonder what you could do visually to distinguish it.
- It's really hard to tell where the water is. Maybe make it lighter in color so I understand why I can't build there?
- More events, more items, more structures, more item slots, etc! Keep going! I'd recommend maybe a guard barracks to keep away bandits and a fisherman's hut that you can build on the water. Maybe the suggestions I've made for dealing with bandits are contradictory, I'm just throwing ideas at you in case they sound good.

I'm gonna be so happy to see more updates, this is a really cool game.

ErikSwahn responds:

I appreciate it! I was working on the drag function at the start of the development but never made it work. The alignment is global and affects the stats of all classes, even if it's from an event from the overworld. I agree that being able to manipulate the bandits more by buildings barracks or something is a great idea!

I think the slow speed of everything makes the gameplay feel a bit sluggish. Overall still an interesting concept, though, and seems playable to me so far!

There's quite a difficulty spike with the introduction of the pink blobs and putting them in tight spaces. However, the rest of the game feels playable enough that I want to come back and try it! Love the pastel color scheme as well.

Good to see this game up on NG too!

The game mechanics are pretty solid, the levels are challenging, and the speedrun feature adds replay value. My main critique with most of your games, however, is that the playable ending screens don't make sense. There's less of a sense of accomplishment with this one than there is an odd twist on the gameplay leading to a strange downer ending. That's a tiny nitpick, though! Great game overall!

Pretty cool mild horror experience! I wasn't freaked out very much by it, but it certainly had a level of tension that I liked. It never felt like there was any real threat, just that there could be a threat around the next corner purely because it was a horror game. But still works well in your standard dark and quirky style!

chair

Tons of replay value for just a demo, and it really sparkles! I love the little bits of self-aware humor from Furcifer and other moments where the game doesn't take itself too seriously, combined with an otherwise normal fantasy setting.

My biggest gripe is that I really just think I move too slow to dodge most things, and with how quickly things can get crazy, I'm basically just left tanking all the damage that's thrown at me and hoping for the best. Maybe the solution also lies in cutting back on the numbers of enemies - I may be playing a character with fire abilities, but I don't think that's supposed to make your computer hot in real life!

Not everything is explained very well in the game either, or is intuitive. I'm still unsure how to open regular chests, and it surprised me that the spike wall for bosses stays up until you've defeated the last enemy onscreen, regardless of if you killed the boss already.

Regardless, I'm favoriting it anyway, because it may be a bit clunky, but it's pretty damn fun!

Oh my God, my art is in both the thumbnail AND a Stepford medal?! I feel so powerful!

Currently too afraid to try the actual quiz because there's so much NG culture I've missed out on, and am just looking at Study Mode. I feel like the click and drag controls are a bit wonky, especially when it goes over to the side and it stops moving the camera - maybe that'd be a bit more suited to the arrow keys, or touch controls for mobile. However, I love the way it's presented so far!

I love the concept and the graphics, all of it feels like it has a lot of heart put into it! However... I really need a cursor for the apple-picking sequence. I can't see where I'm clicking when I try to pick them up. Hopefully that won't be too much to code, let me know when it's done so I can play through it properly and enjoy the full experience!

klubnichka228 responds:

Thanks for playing! I made a visual cue for picking apples and also added the ability to pick them and other ingredients by pressing the Z key. Hope this helped a little.

Pronounced Theta-geist.
I dabble in everything, trying to make games. ¡Hablo español también!
I sometimes make A-rated horror. Don't lie about your age!
Banner and pfp by @TBerger

Theta Orionis @Thetageist

Legal adult, Undead

Bio-exorcist

SPAAAAAAAAAAAACE

Joined on 8/11/18

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