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Reviews for "Scribbland"

Great game!

Addictive and fun, unique... I'm rank 197!

Good

Personally, I didn't find the control scheme to be as aggrivating as other reviewers, and after a few minutes was controlling the character with relative ease. However, there were some quirks that made the game slightly frustrating.

Everytime you wanted to move, you had to jump at some point. This was frustrating and caused me to die.
It was hard to move just a little bit with the control scheme, and would push me into spiky balls.
The other problem wasn't with the controls, but with the game itself. You made it so when you jumped into the wall, you got pushed backwards. This was annoying and just poor programming.

I appreciate the originality in this game and I thought it was overall a fairly good game. This game needs some work, but I think most people should enjoy it.

Skellus responds:

"This was annoying and just poor programming." Annoying, yes. Poor programming no. Honestly, if I can make a game like this or any other of my productions, making it so that the player actually STOPS would have been a piece of cake, had I wanted it. Anyway thanks for comment :)

I do agree the controll scheme is anoying

But it is indeed innovative, and I honestly would rather see a bad game that TRIES to be good through innovation than a good game that doesn't do anything new.

Alright, but annoying.

The control scheme made the game way to annoying to be enjoyable.

A Bad Idea Well Executed

A terrible control scheme is not innovation, it's just frustrating. There's a reason games are controlled the way they are: because it makes sense! Now, before you comment voters mark me as useless, here me out... we're all entitled to our opinions here.

I can see the game looks good visually, and the sound is good too. That's what assures me this idea was well executed and not just thrown together. But the meant and bones here is the control scheme. You don't eat soup with a fork because, while it's possible to do so, there's a better tool available: the spoon.

Besides this control scheme, this platformer has nothing new to offer, so naturally when the control scheme fails to impress, the game falls pretty flat. Imagine an FPS with movement controlled by telling a kindergartner what direction to go in. There's delay time, misunderstandings, and inefficiency all piled into one. That's what playing this game feels like to me.

Now it may be an interesting challenge to see which of your friends can use this control scheme the best, but it's hardly worth the time, as there's no benefit to being good at controlling a platformer with a single button. I'm also well-aware of games that just set out to frustrate you, but please note, this game set out to be a legitimately innovative platformer, not a frustrating game.

There's so much more to work with and experiment with as far as innovation goes in platformers, just look at Continuity, the new platformer/tile-sliding puzzle, now that's what I call innovation well-executed!