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Drug Addict

December 13, 2016 –
August 26, 2023
This entry was deleted.

Here is its eulogy, a collection of the kind words written about it while still among the living. They shall live on forever in its place.

Author Comments

I wanted to create a drug addict simulation full of symbolism and thought-provoking gameplay. Instead, I made this.

Reviews

I agree that this is a good idea, and the metaphor of the drug crowding out every other pleasurable activity is effective. Kudos for saying something that's important and needs saying. As to the game itself - it's effectively a very short public service announcement. If it could be made more immersive, more engaging, it would both be more more effective as an anti-drug statement and more effective as a game.

totally drug-o-phobic: after the first shot whatever you do as long as you do it (except having another shot), there is no way of redemption, sorry but is not fair

Definitely a good idea but improvement needed.

Yeah, this game is severely lacking. I'm going to try and be very concise about this, please understand that i'm not trying to be mean, simply honest.

GAMEPLAY: This is the biggest issue i think your game has, it doesn't very accurately represent a drug addicts life; i think that the fact you can continuously click green squares without any reward, any development is a horrible idea; and the fact that the only way that using drugs "spreads" is by eventually clicking the red squares when you're bored of clicking the green squares was a poor choice as well.

Instead, the most effective representation of a drug addict that i could think of, having lived around a neighborhood plagued by drugs, is to have the player forcefully using drugs once as an opening cutscene, then having the player watch as the red options slowly spread through the green squares; leading into two choices: use drugs (death route, could use situations that drug addicts sometimes deal with, e.g. stealing, killing, etc.) or go to rehab (which could feature the player having to rapidly click green squares to fill a meter in a time limit or they risk relapse.

MUSIC/SFX: There is none; the effort put in with the animation, and with the general game having some degree of obvious effort, makes the fact that you have NO music and SFX quite upsetting. With the use of a somber song while we slowly have our positive choices stripped away, character could be built, tension could come from having sobbing when you click a red square and inject a needles; EMOTION, a critical thing to have in games that have some form of message, are created through these relatable, influencing sounds; which makes it all the more disappointing that your game doesn't have it.

STORY/PLOT: There is seemingly none; we don't know what led us to drug use, what influences us to have used this particular strength of drug (seemingly heroin considering the needle), it makes this very boring, not impactful at all. And that upsets me, because when you have options like "call your parents" and NOTHING happens, not even a pop up dialogue where you could implant some story, then it kills any sense of immersion or sympathy i might have had for your character.

ART: I liked the animation, it wasn't too bad; i felt the amount of buttons for the game were quite over done, but it wasn't a bad visual game; the use of colored screens flashing by helped show a "trip", but i feel that all your effort when more into the art, than the actual substance of the game.

Overall: I feel this game could have had potential; it could have shown a story that is unfortunately seen too often, especially in low-economic areas, but it instead opted out due to laziness, which is what your description, and what the current game is telling me. I'm quite disappointed, as i feel you had a strong foundation for what could have been a good game.

Mh... so...?

Credits

Stats, Info & More

Score
2.20 / 5.00