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Reviews for "Ge.ne.sis: Alpha Demo"

Has Potential

I rather like the super-fancy art style.
The battle system seemed a bit too complicated for me, but I got the hang of it.

- I *DID* notice that if you keep clicking the same 2nd column move, it uses up all your orbs with no benefit. Please fix it so you can only click on it once. -

- Also, please check the text script more thoroughly. I saw a fair number of basic grammatical errors. -

Other than that, awesome! PLEASE DEVELOP THIS INTO A FULL GAME! =D

Solar Mage

I liked the graphic's and the music. Your missing sound of attacks. I think the name of the game is ok. I put my suggusted sub-title as the title of this thing.

Ge.ne.sis: Solar Mage - Just throwing my idea at you, something to think about.

You asked for it...

Lets go in order as shown in the game.

I thank you for putting in a skip button on the intro, however, I found it hard to actually sit through it. I can't say what you can do here, but it needs to be more interesting, I shouldnt want to skip it without even seeing it the first time,

Movement should be mouse based, becuase absolutly everything else is.

Stats are too high. Starting derived stats (health and attack damage) should be not much more then 100 for health, far less for damage. There is a reason mainstream RPGs do things this way. Attributes (power, magic) make sense in single digits however. I suggest having phisical attacks directly equal to power +- random modifier and defense modifiers, and working from there.

And there is my next problem. While there should be a random element of course in combat, I should still have an idea of what my attack is going to do. If I am spending my mana-equivalent to use a spell, I should know what that spell is going to do, so I know if its worth it. Whether that comes in a ballpark figure on the combat screen, or whether it is formulaic based on a magic stat, (spell attack power (eg 1.30) * magic stat) [modified by] enemy resists, I should know what I am getting.

I don't like the fact that both sides attack on both turns. However it is set up, each character should have an attack action once per round (set of everyone's turns), which of course includes all of their agility based attacks in that one action. Perhaps a counterattack under certain cercumstances, but you have it set up so taht there is a counterattack on every attack, and it is almost as effective as a normal attack. A good method is to have it as a counter only if attacking from the front, and only allowed one normal attack per counter.

There are some notable bugs on the combat screen, specifically that the second level attacks can only be chosen from the bottom up, and if the first level attacks are chosen again (second unselected) the cost is not refunded. The attack has not been made yet, so I should not be spending my magic on it.

The graphics are your prerogative, but it looks thrown together, flat paper-dolls on a flat background.

As for score, I know its a demo, but I can only score it as is, I can't take into account things that arent here yet.

I'd Like To See This Finished

Nuff said.

Good job!

This is a great game, but if its the end of the game play demo I assume you have a lot to do. This sort of reminds me of FF or Phantasy Star like RPG games. Very fun to play, but some things do take a while. Would be a bonus if you had a character creation in it. Hopefully you make this a large game, something that can last as long as a game like FF. It would be a major let down if you can beat this game in a day. But I can't wait to see the end result. Good luck.