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DEMON RUNNER. A game made for the 3rd Newgrounds Game Jam and completed in less than 72 hours.
Team Dildo: Josilver, Aigis, and Fungasm
Game theme: Demons Eating Transparent Towers
Controls: Up, Down, Left, and Right arrow keys or W, A, S, and D. Spacebar to pause and to proceed when prompted.
Vibe-Newgrounds - "[8bit] dirty work" http://www.newgrounds.com /audio/listen/220290
Mahamajama - "Square Wave Rocksteady" http://8bc.org/music/Maha majama/Square+Wave+Rockst eady/
DjRockAlot - "**Happy Ducks Snes 8bit Song**"
Vibe-Newgrounds - "[8bit] because she said no" http://www.newgrounds.com /audio/listen/221114
J.Arthur Keenes - "The Battle of Spaghettysburg" http://8bc.org/music/J.+A rthur+Keenes/The+Battle+o f+Spaghettysburg/
RetroManOMG - "|Happy Times|" http://www.newgrounds.com /audio/listen/396157
pretty good for 72 hr
well yea its was good this idea is a bit old tho but i really liked the music it took me back to the old days like sky shark good work tho keep up and maybe you should put more time into
This was made in 72 hours.
I don't think people understand that. Personally I believe you deserve 8 stars and 4 out of 5, but since there are so many ignorant people not realising this was made in 3 days I'm giving you a 5 and a 10. I personally didn't like how the hurdles blended into the background at certain points I would see the hurdle after my person fell. You should probably expand on this game and work for more than 72 hours next time. It has some potential. Remember people, you shouldn't give him a low score because this was made in 72 hours.
What you guys were artistically able to shuffle out is very impressive. Great interpetation of your sentence, and the art style (wazzup fungasm? how's it hangin'?) is oh so nice. Here's what I think the game suffers most from, for future reference and conceptual improvements (if you're ever planning on it).
Your choice of shapes to represent the arrow keys was a bit confusing on a very basic level. A common game mechanic we all know of is Up symbol means up, right symbol means right, so on and so forth. The up and down buttons in this game were well placed as 'up' and 'down' shaped symbols-- but as soon as I got to level 3, which symbols represented left and right became a bit fuzzy in my mind. (Uuuh which one's left again? Oh shit I meant right..FUUCK) I'll admit this obviously adds some challenge-- but it's a bit punishing to have two symbols that are very clear, and two others that are not so clear. If anything, make ALL the symbols something you have to remember.
Second, the up down left right mechanic makes less sense if it is not represented to me on screen. The fact that the character jumps over all obstacles, no matter what button you press-- kinda pains me a bit to see my life decrease even though I'm clearly jumping over them every time. If anything, just relate the symbols to a straight line of keys on the keyboard-- When you see $ =click, Q, &=W, %=E, *=R. That way, I won't be so dumbfounded when my character trips/falls. It's not because I didn't jump over the obstacle, but it's because I didn't click the correct key.
Correct me if I'm wrong-- was there abit of inspiration from Vib-Ribbon? I feel like that game is a great example of how your character animations have to relate to the obstacles you're jumping/running through, etc. Maybe if you were to ever work on this again, make obstacles that make a bit more sense (IE, a tree branch you have to duck over with the down button, a rock you have to jump over with up, 2 trees you have to dodge with either left or right). Makes the gameplay all the more satisfying.
Again, great jorb guys-- a fine and dandyly solid game you've made.
input to action isnt fluid at times i can clearly jump over the small obstacles and then a sec later he reacts as if hit
kinda dumb. you dont jump high or far enough to matter. so your literally jumping straight up for half a second. i can see how it could be good. i know its supposed to be hard. other then that art is awesome
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