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Reviews for "Renaine [OLD KS BUILD II]"

You have something going on here for your atmosphere and environment.
Though, I think a lot of people will get turned off by the game as soon as they learn the mechanics.

Some things that I want to comment on:
1. Why aren't players allowed to change direction seamlessly when attacking (jump attack included)? Instinctively players want to move freely and will try to change direction when they think their aim is off when attacking. Attack momentum is just janky here, you aren't supposed to move forward when attacking without pressing any directional key. It's good that you prevent players from falling off ledges because of doing this on ground. (p.s. Attacks also don't have vertical directions, but that's currently not a big problem imo)
2. Bouncing on enemies without momentum will likely kill players that expect they'll bounce higher than what the game gives. Maybe give them a breathing room for mistakes and make them bounce a bit higher and gain momentum on air.
3. For keyboard, maybe use [shift] for rolling and [up arrow key] for jumping as well. Now if you remove [z] (jump), you can use [z] for attacking and [x] for skill (and any other key for interacting). Of course you have keyboard config but that doesn't help rn because you've bound [z] (jump) as confirming something in the menu. So if I changed jump into [up arrow key] and up is also [up arrow key], I'll be erasing my data instead of backing out from options.
4. Dying and respawning in town makes the game lag. It stops lagging after players leave the town.
5. Getting hit mid-air means players aren't allowed to move until they hit the ground, if they do hit the ground. Something's wrong here. Players should be able to recover by rolling or maybe jumping off walls.
6. When I typed in this feedback and went back to the game, audio died for some reason.

Good potential, the sonic-ish "acts" and stage-panning may become a problem in the future imo. But, do an MK. III

Hey hey! I see you're getting some really harsh feedback on this *cough*jonathan00*cough* but don't worry, it's not that bad. This isn't trash at all.

In fact it's far from it! I can see you put a lot of effort and work into this, and it shows. It's a beautiful package that just has some minor quirks that should be ironed out. For me these are the things that need to be worked on a little bit more to make a more enjoyable play through.

I think that the movement is nice at first, however the jumping feels off. The very first gap you encounter with the enemy floating in the middle was very difficult to pull off because my natural instinct was to jump at the ledge and the jump would land me either on top of the enemies head or the opposite ledge. It didn't really do either, I kind of fell in between that ledge and the enemy. It was a really strange thing to get used to and trying to figure out where and how to jump to land on the enemies head wasn't intuitive so it made it feel more difficult than it should have. If there's a mechanic with the sword that would glide you across, I think removing the option to bounce on the enemies head would benefit getting that point across. :)

Aside with the moving, attacking causing the player to jut forward slightly is also a little cumbersome in terms of movement, especially when you're landing from a jump and attacking an enemy near a ledge. I'd find myself jumping towards an enemy, then as I'm landing I'd swing my sword, and by doing so I'd land myself right in the gap and die. However I think the mechanic is pretty enjoyable once you get the hang of it, it really gives you a feeling of momentum, like you're an unstoppable force. My suggestion here would be to allow some kind of saving jump (where if you slide off, you can jump once mid-air to perhaps bounce back on) or a way to cancel the movement forward by tapping the opposite direction.

The audio buttons don't work as intended, as turning down the music with the button doesn't do anything, and the sound effect button I'm not sure if it works, so it'd be cool if you had a sound effect play as you press the button, so you can hear the actual audio difference in each press (the music wouldn't need this as it's already playing).

I really like how there seems to be a plethora of quests to do for these people, and it the bits of text that accompany them are really fun.

As many have stated, the visuals here are a real treat, it's super pretty looking!

I played up until I had to restart, and like others have mentioned, the game becomes super sluggish and I was unable to continue playing because of that.

I do want to mention that I believe in this project, greatly, I think it has the potential to be a really big game. I want to see it succeed, because I think it has the right mix of things in order to do so, the ingredients just need a little bit more tweaking. :D

squidly responds:

Do me a favor, get on our discord, go to suggestions or bug reports and HOLD ME TO THIS because you have some excellent feedback here I'd like to consider.

The game itself has a pleasant aesthetic and the music is nice, but the controls are too slippery, making the platforming extremely frustrating and difficult, which, in turn, creates a game that isn't very fun to play, unfortunately. I would suggest working on them some more, but for the other aspects, this game is quite good.

Awful controllers

Bad, repetitive, uninteresting and annoying music

The first collectabe (a sword??) just dissapeared in a flash of light and couldnt use it

i dont know why this piece of trash is in the front page

Pfff... Told it quiet down the music in the beginning's option menu. Started game. It didn't shut down these annoying drums. Found no way to come back to the menu.
My C64-days of searching for key-combinations are over - so one star from me. Sorry. Here for chilling not for getting annoyed.