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---If you don't want to click the reset button, click the ball instead---
Paths 2. It's fun, it's challenging. I hope you can beat it.
--level 20 fixed--
Programming: Tyler of GlaielGames.
Art: Kenney of ArmorStudios.
Sponsorship: Dan of ArmorGames.
Classic levels are unlockable by beating normal levels. The game saves if you have them unlocked, so feel free to come back to the classic levels at a later date.
This was easily one of the hardest games I have played in a while. It combined intense strategy with lighting fast reaction time and percision. The amount of thought that was needed to beat each level was so great it was almost to much.
The game started off pretty rough with me on the third level having no idea what to do because I didn't know you needed to get the key the go back to the door sign because nothing told me that. You may want to make a little note of that at the top of the screen just to help out people who havn't already played the previouse game.
Getting towards the later levels things just became way to cluttered and you barely even knew what you were doing anymore. It started to become a game of reaction time more then strategy and in a puzzle game you always want strategy to be at least a bit more important.
What I think you should do is just completly get rid of the whole key and unlocking the doors thing. It just overcomplicated things and seamed pretty pointless to me since you are just doing the same thing you did before exept in a backwords order. If you really don't want to do that at least make it so the ball doesn't move faster once you've gotten the key.
I would also like a few changes with the drawing of the line. There should definantly be an erase tool. I have no idea why there isn't already because you would think that would be an important part of a game like this. I would also like to see some sort of onion skin of the line after you've erased it to make it easier to compare your new line to your old line.
Frusterating this game may be, but it was still fun and very well made so it's not like I can give it a bad score just because I had a hard time beating it. I would just really like to see some of the changes I suggested becaus I know the game could be much better.
I didn't really like it, it was kinda difficult, and THIS THING IS MAKING ME WRITE MORE THAN I WANT TO.!
A detailed review
Since reviews only have one score now (the overall), this is how I like to give a score: By default, everything initially starts off with a 10/10. If any problem is big enough to justify a loss of one point or half of a point, I take off the points and explain why. Basically, I explain why something didn't get a 10.
As Newgrounds has no half-points, scores will be rounded up.
And I apologize for the wall of text. I always do this. I don't know when to stop typing, and anything I try to remove afterwards finds its way back in by the end.
-1 whole point for Frustration
But I don't mean the game itself. Actually, I didn't get frustrated even once at the difficulty as I racked up deaths in levels 7 (?), 11, and 20. What got me pissed was the lack of keeping progress. I lost my progress thrice:
On level 7, when I clicked on Menu (unaware I would lose progress)
On level 6, it crashed because IE7's zoom feature is apparently only safe on pop-up version
On level 20, it just froze at random.
-1/2 point for some unoriginality
Don't get me wrong. Some levels are genius. But level 20 and a few of the ones right before it (and probably some after it that I haven't seen yet) are too reminiscent of earlier levels.
Try to make each level unique. If you can bear how overly-cutesy the series is, I suggest you look at some levels in Super Monkey Ball 2 for GameCube (don't bother with any on the DS or Wii, as the series took a DRASTIC change for the worse). That game is the sheer embodiment of originality. I think every level is 100% hardcoded. Search the web for replays of the game, try to guess how the developers came up with these ideas, use these techniques, and before you know it, even if you made a game about seemingly-gay monkeys, it would rock.
-1/2 point for sadism
Was that super skinny level really necessary? I could draw a line perfectly straight through 1/2 of the way across, but then I would have to lift my mouse as it nears the edge of its very confined desk space. And when I have to start drawing the second segment, static friction makes me mess up the first pixel. Eventually, I just used Mouse Keys.
And most of the levels I mentioned under Frustration are also evil. I racked up 30 deaths in quick succession in that one level (11?) with the slanted hallway and the curvy path to move. It was a miracle I didn't get frustrated over that.
Overall score = 10 - 2 = 8
...took me longer to type this than it did to play the game. Every time I touch this keyboard, I lose 1.5 hours of my life.
I just couldn't do Level 5! It sounds stupid, but I seriously can't, it's that difficult!
Good game although controlling the moving parts seems kinda laggy
Context? Context is for casuals.
Hexagon Puzzle Game
An old style, pixel-art noir adventure, inspired by classical point-and-click games.
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