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Reviews for "Demolo"

What a blast! This game has a lot of potential. The design is slick and there is clearly a high level of polish here. No area of the game sticks out in a bad way. My biggest criticism and what I think holds this back from being something I could play all day is variety. The variants are a good start, but in the end it is the same experience, regardless of the colors or shape. 2D games of this genre often will have powerups or powerdowns - things like specially marked blocks that change the gameplay. I think it would extend replayability if you could take that concept and apply it to a 3D game. Overall, fun game!

jhocking responds:

I have all kinds of expansion and powerup ideas written down, many suggested by play testers. However I don't think I'll implement them before releasing on Oculus Go, and instead keep them in the holster for a Demolo: Deluxe released later. I want to get this in VR quickly and not feature-creep this project.

Very fun game would recommend to a friend if they were looking for a fun game to pass the time.

jhocking responds:

Glad you like it!

so cool !

Amazing concept! I feel as though the end of a puzzle should be shorter, it feels really long. I really enjoyed playing this game and hope to see it improve! I would love to see it on other platforms like the switch or PS4! I canèt wait for the Oculus version to come out!

jhocking responds:

I don't have console ports planned, but they aren't out of the question either. I've even thought about Switch...

A simple idea turned into something addicting. Every time you beat a level or break cubes, you always get some sort of satisfaction. I like how the puzzles a procedurally gernerated, that was a really good idea and a good way of bringing a different variety of levels.

Although this project is in a demo stage, it already feels like a real and fun game I would want to download and play IMMEDIATELY!

5/5
From one developer to another, well done!

jhocking responds:

I'm glad you like it! One of the first things I did from early feedback was incentivize cascades even more, because that was their favorite part of the game and they wanted it to feel even more satisfying.