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Reviews for "Witching Hour"

Im sorry

I thought it looked nice, byt as the others say, the gameplay was kind of dull.

WarpZone responds:

No, you're right. I don't blame you. Thanks for being honest. :)

The start of something interesting...

Obviously the graphics are the best part of this game. Oddly enough, a few of your enemys have better animation than your main character. I would have spent more time on her, expecting to get additional points for witch-cuteness. But I digress, the biggest problem with this game is a lack of challenge, and a lack of variety. Shooters extend their interest by becomming increasingly chaotic and populated with swarms of ever more dangerous enemys. Conversely the "lone attacker" becomes more powerful as she picks up additional power-ups, this ads an additional challenge in that the farther one progresses, the more hopelessly outclassed they are should they be killed. This game on the other hand gets boring very quickly, and all the hand-clenching animations aren't going to change that.

A typical rebuttal to this sort of criticism goes something along the lines of "But this is a lot of work! I don't see YOU making flash games." This is irrelevant quibbling. The vast majority of all gamers are not game designers. This doesn't change the simple fact that your entire goal is to entertain them.

WarpZone responds:

No, you're right. I really dropped the ball with the gameplay, and I don';t fault you for pointing that out.

The problem is I was learning a new version of Flash while developing it, and there were several conflicting design goals. Eventually, my goal stopped being to win the Halloween contest, and became simply to get the game finished in time for the contest deadline.

I consider this game successful only as a learning experience. As a game, you're right. It fails completely. Maybe someday I'll have time to revisit this project and perfect the gameplay.

moyen

très beaux graphisme et musique sympa, mais le jeu est vraiment trop répétitif et trop simple... Fini sans perdre une seule vie.
donc la note est mitigée a cause du manque d'intérêt du jeu... dommage

nice graphics/sound, poor game

For a game of this size it's a bad idea to not include a preloader. The visual effects were nice, the music was nice (but not your own) so creds go to "MaestroRage" for that. unfortunately, although the sound drew me in, the game itself is rather boring. It just isn't varied enough to keep my attention, maybe it needs more powerups and such. it would probably be better if you invested more time in it.

WarpZone responds:

Yeah. This project was basically how I cut my teeth on Flash AS3. Frankly, it probably needs about another month in the oven to make it worthy.

Please understand that the lack of a preloader wasn't a conscious decision. What happened was, I wrote the game in AS 3.0, putting all my code in a Document Class instead of on the main timeline, because everything I read online said that was the way to make the fastest possible game. It wasn't until the night before the deadline that I started looking up how to add a preloader. It turns out that pre-loaders are only POSSIBLE if you use the timeline. I tried everything I could think of to convert my main game Object's code into a timeline-friendly format, but everything I tried just broke the game very hard. It didn't help that I'd pulled an all-nighter just trying to get the game functional in time for the deadline.

I did learn something from all this, though. From now on, I put the preloaders and any required logos in FIRST, so that I know I'm building my game up using preloader-compatible techniques. Also, that I should use NG Alpha for pre-release feedback, not just my friends and family and the 2 or 3 people who might stumble across my game on a Deviantart page.

nice graphics boring game

if u just hold down the fire button u can beat it but i got bored on the first level