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Reviews for "AUTOMATON Prt 1"

The Text

I found the text difficult to read. Esp the M's and W's.
Maybe it's just me but yeah.
._.

OK

It wasn't that great. The animation was slow as hell. THe game isn't really hard. Music isn't that great. It doesn't make me want to play the other ones at all.

good idea, poor execution.

i really like the style and the idea...but you can definitely work on application. i agree with other reviews that the animations are too slow; for example, the spraycan takes a hell of a long time to get to the backpack.
also the puzzles are too predictable, they only have one choice, plus you can tell what to click next just from the finger pointer.

go play the Submachine games, all 4 of them. take some notes. they are what a point-and-click should be.

Way too easy.

If I rate this game due to the serious lack of harder puzzels. You would definitely fail. However I belive that the sound was so original and well composed that i decided to keep playing.

Things you need to improve on in your sequel.

1. Harder Puzzels
2. Better Picture Quality (which is crucial in these types of games)
3. More Fast Pace
4. If possible make the story a little more deeper (EX adding a romance or some sorta new thing.)
5. (I can't say this enough in every type of game like these.) Unless you get you make the tab key useless most people will be done your game very quickly and will miss the entire plot of the game. (thus giving you bad reviews)

I look foward too seeing your automaton part 2.
(please listen too my advice i garentee they will imrove your work to perfection!)

Good luck.
SireWolf

I liked the game concept- but not the game.

I enjoy the story idea and would be willing to play the sequel. I found however that the puzzles were largely... common? I'm trying to find the right word. In essence, they felt an awful lot like puzzles that you'd see in any other game. You've spent a great of energy constructing a story for this game. It'd do you well to make puzzles that were equally original and supported the feel of the game. For instance- instead of a puzzle that made you guess a code based on the alphabet- you might have made the player fix the elevator by opening the panel and attempting to work out how the inner machine worked. Instead of giving direct hints to the player to help them along (like Y-24), you could give them different effects in the machine based on trial and error tactics- so they slowly begin to understand how things tick in your world.

So, what I'm trying to say is- if you make a game have an intricate story you should strive to make the play elements of the game support that story.

That said, I like what you tried to do- and I like what you did. I'd play the next one.

littleNorwegians responds:

Hello. Thanks for your pointers, but I hope you realize this is one of my first games. I never did any real writing before Automaton, hardly drew or animated before Automaton and I never made any puzzles before Automaton.
I AM glad for constructive criticism for as I have stated im pretty fresh. Im not aiming for perfection, but improvement.

Thanks for your review
have a nice day