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Hey, everyone. I've changed my online username. I am no longer JonBro, and I won't be continuing anything that was made with the JonBro name. If you want to see an archive of my older work as well as what I'm up to now, you can find out here: http://www.jonochrome.com
Nice game man
id say everything was easy except the pipe puzzle and the diamond puzzle
i love your games.
Even though I don't like complex puzzles(the pipe and the triangle puzzles were hard,the rest were baby easy),I enjoyed the game thoroughly.I had to use the walkthrough,but it taught me to look out for minor details.Problems are:
-Sometimes you can communicate with creatures without using the CC(is this because I already used it once?If so I understand,but you should make that clear :)
-I like that you incorporated Zack's FIARPOWAR as an ability.I think the other characters should gain new abilities as the adventure progresses
-The part at the end where you follow the arrows was a tad too easy.You should start incorporating timed parts of the game and timed puzzles(and add the ability to pause if you do this,too)
-Make hazards to hurt phil and the characters(and give them HP bars),to make a better incentive not to screw things up(i.e.failing a puzzle=hurt)
Great game,can't wait for the next one.
- Yeah, once you use the communicator on a creature once, you don't have to do it again for that creature. I figured this was the most convenient way to come back to their conversations.
- The new abilities thing is a thought that I'm already trying to incorporate in RT2, and I'll probably do the same with games later in the series as well.
- I'm aware that it was really easy, but it was really intended to be part of the ending rather than another puzzle in the game. And with a game like this, I fail to see how putting a timer on a puzzle makes it better. I always prefer to have all the time I need to finish a puzzle, and all a countdown would do is interrupt your thinking when it finishes and cause you to start over, which just seems inefficient.
- Heh, I don't seem to sound harsh with this one, but there will never be HP bars for any of these games. The no-health layout of the games will stay strictly as they are, partly for the same reasons I'm not including frustrating timed puzzles, partly because healthbars would break the storytelling, and partly because I feel the idea of simply getting through and beating these games is enough incentive in itself. Mistakes are okay--I don't plan to take a game based completely around logical thinking and rub it in that the player is doing something wrong.
But I understand where you're coming from with everything you're saying, and I do consider every comment I receive. There's just some criticism I feel will improve my work, and some I feel that won't. Opinions make the world go around.
So thank you :)
the security door!
who i get the door of the security door open if the door is off???
This game is cool,I don't know where the Dial Pad is nor what the hat is needed for and eveN WHAT IS THE MEANING OF SNOZ???
The hat is needed to get the dialpad, and if you look closely, SNOZ is a five-digit number. Hope that helps!
Manage your team of adventurers as you raid the local dungeon for treasure!
Defend your castle against countless hordes of monsters.
Turn on all tiles!
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