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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
It was... Ok
I know it can be hard to make a game on the quick, especially if you have to find an interpretation of "Demons Eating Transparent Towers", but still... This game was ok, but the instructions didn't really instruct you until you read a couple reviews and figured out that each of the obstacles showed you what to do with a clue, which is fine for up and down, but for left and right, it really began to confuse me and it hurt my eyes after a while. It was fun, but it had a lot more potential, good job with the time limit though!
tHIS WAS OK BUt...
it had the potential to be great ...,but it wasn't, so this game was a bunch of balls!!!!!!! oh and the hit system was pretty off.
Counterintuitive controls; Good artwork
I can see from some of the other comments on this submission that the controls were confusing for many of the players. The big problem is that it's not explained at any point that the different types of block you need to jump over require you to press different directions. I believe many players are assuming (and I was as well), that up would be 'jump', down would be 'duck', and left right would be slow down / speed up, duck left / duck right, etc. Because all of the obstacles look like objects to be jumped over, this leads to players being unable to clear stage one. It doesn't help that the flashing arrow shows the button you /have/ pressed, rather than the one you /need to/.
Even factoring that in, the hit detection and jumping's a bit sloppy. The character seems more to jump into the house-shaped blocks than over them. When you understand how the controls work, the fatigue system's pretty forgiving, but it would probably be better to have a cleaner control / timing system with a slightly less forgiving fatigue system.
As others have pointed out, though, the animation's solid. The cutscenes, characters, and backgrounds look great. If this were an animation, I'd have scored it significantly higher.
I see that this submission was made for the Game Jam, and it's hard to expect perfection from a 72 hour project. The number one improvement I would suggest would simply be a clearer explanation of the controls, in particular becuase the player is asked to do counterintuitive things such as pressing down to jump over an obstacle without a prompt; it would change the game from confusing to playable for a lot of the viewers.
First of all, the levels were very long, and very repetitive...
Nevertheless it was fun to play it =] The monster was just too cute =D I cried a little when it died :/
The music was good too!
And this is especially going out to those players saying that the hitboxes are bad.
You do realize that those "broken arrows" is supposed to be a "DOWN arrow". Press "down" and you'll be fine. C'mon guys, it's not that hard is it? xD
But that's actually the second point which disturbed me...
It'd really help to build in an interactive tutorial you know what I mean? not a written one x]
TO SUM UP : Nice game =]
This was more difficult than it looks.
Reemus has several journeys!
The dark, twisted brainchild of Edmund McMillen and Caulder Bradford.
Oldschool gaming fanatics will love this series!
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