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Reviews for "REDDER"

pretty neat

pretty fun, and the music is somewhat hypnotizing sometimes.

Loved this game!

Loved every second! and 'silverstagecoach', the slow destruction of the world and backgrounds is intentional I am pretty sure to increase the difficulty as you go..

Great Game! :)

Well done. Excellent mechanic. The more I played, the more bugs I saw with the terrain/background. Kinda distracting. If not for that, 10/10

Insanely cool game

Loved the graphics, sound and atmosphere. Immensely addictive - lost hours of my life wandering around flipping switches!

Atmospheric but too limited for a non-linear game

The music and visual style work together well and create an adsorbing atmosphere and the way in which the aim of the game is related so simply through the opening scene is fluid and smart. It's a little thing, but the way the astronaut bounces off the floor if he falls too far creates a nice connection between the avatar and the game world and also adds a little bit of charm and character to him/her.

I think the only issue I have with it is that it's kind of too sprawling and open given the limited goal the player has. All you're doing is collecting gems, not a single thing more, but the level design is much more akin of a Metroidvania. The result is, at least for me, something that feels like a Metroid in which all Samus can do is collect a single type of token and nothing else. Imagine GTA where you can't shoot, steal and drive vehicles, do any missions, do the sidegames like pool or bowling, etc - all you can do is collect the hidden tokens.

In Mighty Jill Off, all Jill could do was jump and the only aim was to get to the top of the game world. Yet because it was linear and played like a lethal obstacle course, it felt focused and tight. Redder has the open-feel of a Metroidvania but the limited aims and action choices of a very simple platform game. What's the point of giving the player a non-linear world if all he can do is jump over things to get to tokens? It may as well be linear in that case.

There are more actions, objectives and modes of interaction in SMB and yet that is a linear process (even the warp pipes merely jump you forward along the line). I feel that if you're going to give the player an open world, you need to match that scope with the variety of (inter)actions the player can perform and the variety of results that can occur within the game world. The lack of that lets Redder down, in my opinion.

I've spent way more space on the negative than the positive, even though my experience was a largely positive one. I guess it's worth explaining the negative sides rather than the positive sides as the latter elements are intentional and therefore you'll be aware of them already.