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

Not exactly original

The writing itself was just too terrible and there was too much of an excess of it to keep me interested long enough to get anything done in the game. And unfortunately the idea itself wasn't thoroughly original. Spell-check your game and cut down the text and that annoying noise that plays every time you switch a monologue/dialogue box. Even for a demo, this is kind of embarrassing. Sorry dude.
5/10, 2/5.

Pure waste of time...

Very boring and weak gameplay. Story line is stupid.

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.

Not my style

Going in, I was thinking more along the lines of final fantasy tactics. But I get in the game and I get the worst of the two worlds- grid-based movement of tactics games and the dull back-and-forth combat of japanese RPGS.

I can see the effort that went into the graphics, but your proofreading, prose, and storytelling need a bit of work. In addition, I just found it boring.

great!

this game is great!