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rated 4.28 / 5 stars
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Adventure - RPG

Credits & Info

Jan 6, 2010 | 1:59 PM EST

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  • flixel
    flixel A collection of games made with the flixel framework!

Author Comments

FlxAdventure is a super-simple Adventure RPG coded with Flixel for the TIGSource Assemblee: Part 2 ( http://forums.tigsource.c om/index.php?topic=9600.0 )

A small town has suddenly been overrun with monsters! Fight your way through their ranks and delve deep into their lair to put a stop to their nefarious dealings.

Controls: Arrow Keys!

In combat:
Up = Normal Attack - Does normal Attack and Defense.
Left = Defensive Block - Does No Attack, but 2x Defense with small chance to heal 1 HP.
Right = Reckless Strike - 2x Attack but no Defense
Down = Attempt to Flee - No Attack and No Defense, but if it succeeds, you can escape the combat.

Hearts = +1 Max HP
Swords = +1 Strength
Shields = +1 Defense

Keys are dropped by enemies and unlock all the matching doors on that level.

Pick up apples and meat to heal, coins to spend at the shop (or to offer the Gods for Ressurection).
Collect gems to earn special magic armor.




Rated 2.5 / 5 stars

FlxAdventure is a dungeo exploring RPG. Graphics are very small, they should be larger to see the details. Sounds work make this game much better. FlxAdventure needs better graphics, sound, and more content.


Rated 2.5 / 5 stars

I understand that the key in this games design was simplicity but I still think it's more simple then it should be. It should at least have a save feature, becouse it's very long to play trough in one sit!
Also I think it's way too easy. (And I rarely complain about easy difficoulty, I hate hard games!) There is no chellenge, every monster falls easily, even the bosses (in fact they die easyer than normal monsters!) you rarely get hit at all and there are plenty of healing items anyway.
In all this simplicity the battles are still too complex: the fights could be automated becouse you only need to use the normal attack, the rest are useless. The 'reckless strike' is not only useless, it's also dangerous becouse with that it's almost garanteed that you get hit.
It's not explained what the unlockable armores do if they do anything at all. However even if they are just eye candies there either should be more of them or the diamonds should be more scarce becouse I unlocked the first two right on the first level and the last one on the second level and then the lots of diamonds I found were useless.

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Rated 2 / 5 stars

i feel like a treasure hunter... at the beach

good idea, but i felt like i was just sweeping through th efog to find random coins, and only looking for enemies that werent a ghost or a skeleton...


Rated 2 / 5 stars

boooring, but could do better.

Incredibly long and easy, I gave you 4 because I think this game would be really good if you made the monsters a little stronger, the power ups fewer, and the maps a LOT smaller. (The ability to go back to previous levels would be nice too.)

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Rated 2 / 5 stars

I liked where you were going.

First, what I liked. I really enjoy the old-school feel of Flixel, and I think you really captured a lot of that in a creative way in your game. The game kept me engaged, or at the very least engaged to be engaged (I had a pressing issue I had to attend to halfway through, and came back to the paused game). I actually enjoyed 4-button control scheme, although it did have its downfalls which I will discuss later. I generally enjoyed the dungeon-crawler feel the whole game gave, and the clear image that your bosses were getting larger and larger.

However, without re-hashing Gankachi's review, the difficulty balance was way off - I could easily slip past most monsters without a fight, and the boss battles compared with most monster battles. Maybe that was just because the dice rolled in my favor, but I'll never know.

That leads me to the interface, I know what was *supposed* to be happening, but I felt that without explicit explanation the battle hud was hard to understand, tough to follow, and it really broke gameplay by having it off in the corner. Sometimes I didn't know I was fighting until two moves in because of this. Then when battle finished, I kept holding my finger on the last move I had made (usually up) and I would move that direction a little bit before I could stop myself. There has to be some way to integrate the flow of battles and movement better.

As far as sound, I understand why there was no music - it's not your forte (hehe) and/or you had a deadline, but no sound is inexcusable. You download sfxr, pop out a few sounds you like, convert them to MP3, embed them in the class of your choosing, and then use ";" whenever you want the sound to be played. It is no more than 15 minutes worth of work, and it gives IMMENSE feedback to your players who can hear. Especially when your graphics are so minimalist, you can't ignore feedback.

That said, silence can be just as effective as a sound, but only when it is used in contrast to sound. Example: "2001 - A Space Odyssey" if you watch the scenes where they're in space - they are 100% MOS and it really adds to the effect of the movie. Now watch any silent film (in silence), and the silence isn't a tool nor is it an effect, it's just... there, but I digress.

Finally, it's okay to own up to your mistakes. Don't blame deadlines, search Newgrounds for "Robinson Crusoe: The Game" - that was made ground up in 3 days. Know your limitations, and try to work around them or work through them. Don't stop making games, and don't stop making them better.

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