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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.

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.

Have potential

Several links doesn't work for me... like Options to turn the music off, Credit... I can see the credit not usefull...

When in game, option still doesn't work, in fact, the 4 did nothing...

I gave up after the first combat, could be nice but not now...

I'll look forward when updates for thoses bugs

It's a beautiful turd

Looks great, but the gameplay is so involved and boring, with a stereotypical JRPG plot. 10 for style, but no substance.

bland at best

It would be a good game if it didn't seem to mimic all the other jrpg's that are out there. the whole, being there after dance practice seemed to copy one of the major plotlines from the game Riviera, that came out for the GBA. The only outlining difference with that game and this, apart from this being a demo, was that your main job in that game was to destroy the land that you came to protect and in this demo, you were brought there by the priestess