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ACCESS CODE: HEAVEN

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ACCESS CODE: HEAVEN. An exploration-focused retro-styled platformer in METROIDVANIA genre.
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CONTROLS:
Keys Left and Right - character horizontal movement
Key Up - interraction
Key Z - Jump
Key M - Map (must be found first)
Key X - Weapon (must be found first)
Key R - Restart (while death)
Key SPACE or CLICK - skip dialog

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Very nice game but in the begining it made me return back as if it were a broken record, I move forward two scenes and it takes me back two, I can't move forward, it looks like a broken record

Well polished enough but very unoriginal. I don't think every game needs to be a massive subversion, but a boss that moves slowly back and forth and then drops to try crush you is lackluster when the game's core mechanics are also very familiar.

Character also feels extremely sluggish.

Dying in one hit is also annoying, I never died because it was challenging, just because a hazard was too close to the door and I'd walk right into it.

SPOILER ALERT (although its not like there's a complex plot or anything lol)

Don't know where you got the music from or if you produced it yourself, but it does not have a very consistent tone. I like the atmospheric parts though.

The controls are a little iffy, especially when it comes to the "wall stick" ability.

Are the door sprites from Axiom Verge? It looks quite like it. It doesn't really matter if you're practicing game development skills, so I don't see a problem with it.

The beach part that comes out of nowhere sticks out like a sore thumb, and it's kind of funny because after you see it once, you never see it again. Maybe some night sky background would have been more fitting.

The bosses are kind of boring, and need more interesting move sets.

It's not a very difficult game, and it's pretty short, but by no means is it bad. I hope you make a more fully developed game that has its own uniform style. Overall, pretty good.

Keep it up.

all of your games are the same

gamesbynoe responds:

Cuz gamers love my games and my style.

Cool game!

I played it all the way through and enjoyed it quite a bit.

Your pixel art is awesome and the lighting creates an ambient sci-fi feel. The animations are a little simple and I think you should challenge yourself by getting creative with enemy sprites, since the glowing red orbs were a bit bland and didn't add to the narrative. The lasers and worms both add to the narrative because the tell the story of the environment. Lasers are the defense systems of the station that are dying, and the worms are the inhabitants that have made the abandoned ship their home. So, create more enemies that tell the story.

The gameplay was fluid at some points and clunky at others. Personally, I would have preferred a little faster movement and fire rate. As a rule of thumb, I feel like the speed of upward movement on a jump and the sideways movement of running should be roughly equal. In terms of collision coding, I found myself clipping on corners that ruined my momentum or prevented me from landing on platforms. While it wasn't game breaking, it was a little frustrating. I know that collision scripting can be difficult, so I want you to know that it's better than anything I could do.

The music was cool, but it didn't exactly jive with the gameplay. I seldom heard the ambient music for most of the game, which makes the station feel abandoned, and that's cool! Personally, though, I would recommend a little bit more ambient pads playing during the quiet sections. On the other hand, the fast music in the green section seems too fast and upbeat for the slow gameplay. Because the character doesn't move or shoot very fast, the music doesn't line up with the gameplay and it feels a little disjointed.

In terms of design, the rooms are cool and feel just like a Metroid game! Most of the rooms felt distinct from one another without introducing too many new elements. However, I would recommend being careful when introducing new elements, because when I first encountered the lasers, I encountered a lot of them. The same can be said for the enemies and the spores. The bosses are a little too simple for my taste, but the rooms in which the fights occur are simple, but compliment the boss's movements. Another additional point would be to leave more space in each room. Rather than clutter the rooms with platforms and enemies, leave more open space (not too much that it becomes boring) to add to that "abandoned space station" feel.

The story seemed like it could have been awesome if the game was a little longer. There was definitely some character development going on there and even the enemies and obstacles tell the story of the environment. (like I mentioned earlier) I wasn't expecting the game to end when it did, so I would recommend some text from the command center guy warning about the upcoming boss fight and how its the central issue plaguing the station, etc.

Quick note, have someone proofread the text for you, there are quite a few typos/grammatical errors.

Overall, awesome job! Definitely don't give up! Keep on making games and make each one better than the last! I want to see what you come up with next! Let me know if you want some help with music! :)

Credits & Info

Views
26,340
Faves:
129
Votes
438
Score
3.58 / 5.00

Uploaded
Jul 10, 2017
2:09 AM EDT