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Reviews for "Dragonrage"

You just invented a new genre

"R-cadePG". Nicely done sir, love the mix of retro music with the handdrawn sprites, as well as the juxtaposition of arcade gameplay with RPG elements. Fun as heck and addicting, too. ;)

Nice work

The premise is simple and easy to get into but can be rather challenging and some of the moments can be pretty satisfying like when you get a star scroll or finish spelling rage at the right time. However, I noticed that not all of the items are explained I picked up a flute in one of my play troughs and had no idea what it did. I suppose all items work on their own but It would be cool if the game paused when picking up a rare item that explained it's purpose. I also found it annoying how easy it is to bump into a monster that has complete 100% invincibility. Another thing you may want to change is item dropability. Some Items should still drop of course but only if they will not be required to beat certain rooms. In my personal opinion, the bullet deflecter should remain permanent since without it many of the tougher rooms become quite impossible. That or change it so that when items are dropped they can recovered if you pick them back up quickly with a timer that get shorter and shorter within reason for each drop. Also, if it's not in yet I suggest making a key chain item that allows you to stack keysif keys are not going to be stackable on their own.

If you don't add any of these changes to this version please add them to the next one you make if you produce a sequel. I think forging this into a full-blown dungeon crawler would be nice as well as long as it keeps the fast pace found in this game.

You score a 4 out of 5.

Not a bad little game

This reminds me of a lot of the games I used to play as a kid, quite entertaining if only for a short amount of time...

old school =D

What this game brings to the table is clearly old hat - 8 bit synths, a protagonist that can't turn or stop running, enemies whose weapon of choice is contact, power-up items that appear randomly and confer only temporary benefit - but I must say that it's damn good at it. Nowadays, you can level up and hoard your achievements and upgrades and train in skills of your choice and pick your character's eye color just about anywhere, and it's nice to see that somebody still knows how to do the basics right. The difficulty slope was well balanced; a level or two to see what the buttons and items do, then the number and variety of monsters begin to build up until, finally, complete chaos ensues. That's pretty much how it should be.

There are two things that bug me about the game. First of all, the simple joys of the old-school smash TV genre aside, the game doesn't really bring anything new to the table. I'm going to get bored with it within 15 minutes, and most people don't have my superhuman patience. If there's all sorts of new items and monsters (perhaps a differently shaped room?), you may want to bring them in sooner next time. Second, I haven't figured out how I lose my items. If they aren't on a timer, it would be nice to know how to avoid that situation. If they are on a timer, that would be nice to see anyway.

boring

really got boring fast