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Reviews For: The Rise of a Knight

(458 Reviews • Avg: 7.37/10)

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There are 46 pages of reviews. [ 12038 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 ]


Score: 1
Droxitr

"This was pretty bland"

date: March 18, 2008

The graphics are excellent but there is not much gameplay- the vast majority of enemies may be beaten by holding A and Left. There are few and very specific reasons to jump, and you almost never need to block except perhaps once against ranged attackers, since the reach of your sword is equal or greater that of all normal enemies. Bosses can be beaten by running back and forth on top of them while holding A and using a special attack as you earn it to speed things along. This also means that the heavy attack is useless. Perhaps if enemies did more damage, were harder to get by, or you regenerated less health between scenes, this might be interesting.

March 18, 2008

Author's Response:

Yeah, regenerating less health might help. I did intend this game to be quite easy and very forgiving to the player, but some people complain that it is way too easy and the A button along with running renders all the other moves useless. Well, you do need to block every now and then like you said, and jumping does have its uses even though it doesnt come often at all. The secondary attack has its uses against certain enemies and the power move is just plain fun. But that's just my opinion. I think I might have made this game a bit too easy. Thanks for your review, it had some helpful feedback in it.

You are giving me 1?

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Score: 10
601210

"Nice game"

by: 601210
date: March 18, 2008

To start, it has a good storyline, giving you a good feel of the background of the situation, rather than plunging you straight into unexplained action. The presence of enemies aside from goblins helps to keep it from boring, and the cutscenes come at just the right time, feeling like a well-deserved break.
The graphics and animation are also quite well done. The main character animation is quite smooth, making it feel like actual swordfighting, as opposed to random slashes. Due to this, the slashing motion takes a bit of time, and makes it a challenge to fend off hordes. While this can get tiring, it's a good addition to the gameplay factor: strategically timing your hits and blocks. Aside from the main character, the game world is brimming with life, from the rise and descent of the moon, to the birds flying about, to the butterflies fluttering over your head. There is also a small variety of enemies, giving you quite a bunch to think about.
Overall, the game feels quite professionally done. The background is constantly evolving and changing, the movements are smooth and the game in its whole is well put together. 10/10.

March 18, 2008

Author's Response:

Wow thanks a lot. Its so nice to read a review where there is nothing bad said about it at all. So cool that you liked this game so much. I appreciate it a lot :)

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Score: 7
flamedance58

"Good So far."

date: March 18, 2008

I like the content of the game, it's simple and easy to get used to and all the tricks of battle are easier still to grasp.

The only grudges I have is the guard's slight delay before guarding, which does mean that timing is essential but sometimes annoying.

I'd like to suggest a couple more attack animations instead of the same one over and over again. Maybe 3 different animations for Light & Heavy attack just for the sake of variety.

The long walks, though interesting and suspenseful..are boring despite that, running for 2mins straight while whipping wolves and spiders to death gets old quick. Perhaps add some obstacles like broken bridges, mini-bosses, puzles?

March 18, 2008

Author's Response:

Thanks a lot. You gave some good feedback and gave me some good ideas thanks. I love reading reviews and learning from them and this one helped a lot. Many people have been saying it would be better if the guard had more moves and some have also complained about the boring long walks. So that is definitely something to consider for my next game. Thanks again.

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Score: 10
JoePro462

"Very cool."

date: March 18, 2008

Really cool game, Once you get the hang of waiting out the barrages of attacks you recieve it really starts to get fun. I was really impressed with how smooth the animation for the main character was. Really cool, keep up the great work!

March 18, 2008

Author's Response:

Thanks. Great that you had fun!
I'll keep it up man :)

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Score: 10
RedDreadSky

"Nice"

date: March 18, 2008

Simple, enjoyable. The style really fit with the game, though the sword could have been more aesthetically pleasing, I suppose. I enjoyed it, even though I died at the boss spider. I really liked how the game seemed to transition from day to night, and I barely noticed. I really enjoyed this, and I wouldn't be surprised if it god front page. I hope my 5 helps it there.

March 18, 2008

Author's Response:

Thanks a lot. Im really glad you liked it. The reason why the sword was simple is because the main character was just a normal guard of Furenhold with normal armor and a normal sword. He only becomes a knight at the very end of the game.
Oh and yeah your 5 will definitely help, thanks :)

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Score: 9
Chalupaking4698

"Good game"

date: March 18, 2008

there bettr be a sequal because the "ending" was not wat i hoped for

March 18, 2008

Author's Response:

Thanks. Yeah I made this with a sequel in mind :)

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Score: 10
matthewkinse

"nice"

date: March 17, 2008

maybe add money that enemies drop when killed. then ability to buy better weapons armor etc. good game and animation. (quit halfway)

March 17, 2008

Author's Response:

Okay thanks for the input and ideas. This game was meant to be more simple than that, but I like games with money and items and upgrades and stuff. I'll put those elements in when I make a role playing game so that I can implement them properly. The Rise of a Knight is pure action and adventure.
Cool that you liked it :)

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Score: 9
beenman19

"It was ok"

date: March 17, 2008

It was a bit like Wulfgar and Achilles. Is that where you got the inspiration from? Just wondering. Other than that it was really good, solid frame rate, lagged a bit but dont all games. so 5/5 9/10

March 17, 2008

Author's Response:

Thanks. No, when Wulfgar came out I was already deep into the production of this game. Achilles, well, I never really got into that game.

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Score: 10
BloodStrike21

"Wow"

date: March 17, 2008

This game is amazing 5 reasons why. 1. The guard looks like a total stud with that armor. 2. The sound effects when you hit enemies or block. 3. Not to easy, but not to hard. 4. The music choices were stunning. 5. The special attack comes in handy alot of times. Only one problem though, when you blocking, you can just stay blocking for like an hour till your health gets back up.

March 17, 2008

Author's Response:

Thank you very much!
Im glad you liked it :)

About the blocking: This game was meant to be quite forgiving to the player and help him along the way. A lot of people have said that this game is way too easy. Maybe I did make it too easy, but that was the aim anyway. It is true that you can just sit there and shield your enemies forever while waiting for your health to recharge, but I think the punishment for doing that would be that its quite boring to do that, and I think that is a justifiable punishment to the player.

Thank you for your comments and its awesome that you found this amazing :)

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Score: 9
Nondo

"There BETTER be a sequel."

by: Nondo
date: March 17, 2008

This game is just one of those games that I just want to love, but it's like.... well I don't know how to describe it.....

Well first off, this is one of the few games I've seen where animation cancellation actually has a significant advantage in this game. Just by using the frame of where he picks up his sword to do the quick slash, I can easily lay an attack on an monster, and guard almost immediately without having to finish the quick slash. This proved advantageous for many points in the game. (I loathe thee skeleton soldiers. >_< ) Also, if the whole animation of the attack was inside the hit boxes for the enemy, one slash could easily attack the opponent twice instead of once.

One drawback to this whole hit box thing is that the enemies can do the same to you. For instance, I found myself getting maimed/stabbed/beaten when the enemy was behind me, and they were attacking away from my position. Also, if I were to extend my arm from an attack, and if the arm were to get hit (Hell, if even the SWORD were being attacked by a trap of some sort) by something, I'd take damage. Now, I guess that isn't too bad seeing as how if in real life your arm were to be attacked as you were attacking, you would get hurt, but even the SWORD's hit box area got me even hurt when the enemies attacked my sword.

Unlike most of the reviewers I've seen thus far, I decided that I'd keep myself entertained by switched up the attacks just for fun. No need for the Heavy hit and Special attack to just sit there from nothingness, so I decided to implement them in my fighting abilities during the battles.

Overall, I liked this game, the storyline may be a bit iffy, but I still love those kinds of story plots. They kept me interested to read in between the battles. It was like reading a book of a heroic guard, damsel in distress (well in this case, the damsel is known), and yadiyadiyada. You described in great detail about how the guard reacted to every specific scene, and how he killed his foes, and how things were explained.

So yeah, I'm really hoping for a sequel, and I'm quite sure with an ending such as that, you'll most likely make one. I think you're on the right track for now for making games, it's just that you gotta tone down the hit area's of both monsters and players alike, unless if you want your players to take advantage of animation cancellation. xD

- Nondo

March 17, 2008

Author's Response:

Yeah you pretty much nailed it on the combat part. One of my biggest frustrations while making this game was that when I came to the final level and made those traps, I realised that you can get hurt even if your sword is in the way. In order to fix that I would have had to go back to the beginning and almost start over the whole engine of the game! That was very frustrating but I learned a lot, also with other hitboxes and just making combat work in general. Hopefully I have learned enough to improve on my next game :) Oh yeah, and by the way, I made it so that you can interrupt your normal attack with other attacks at any time on purpose. I just think its more fun and like you said, it worked in your favor.

I made this game with a sequel in mind, and with everybody's comments so far, I have quite a good idea of what people want. The hit detection will still be almost the same as this game, because going back and starting the whole engine over... well... I'll leave that for a different game. I might focus on other projects first, but you never know.

Thanks for the long review and a whole lot of tips and helpful feedback. I appreciate it a lot!
:)

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