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Reviews for "Transcripted"

i enjoyed it

it wasnt my game i bet others will enjoy it to !!

A great game with minor set backs...

This concept is completely original. I've never played a game like this before. *Big-thumbs-up* But I feel that the difficulty progressed too quickly. I think a primary problem is that the character moves slower than the enemies can shoot their weapons. The lack of speed does pose the biggest problem, because even though you're invulnerable while carrying the cubes you are still limited to the amount of time to shoot it before it disappears.

You did forewarn us in the "Author's Comments" that there would be a lack of weapon upgrades and boss battles so I can't be too mad about that. But you did include power-ups. These were a big help. I was disappointed that if you died once you were prompted to return to the menu- not a single retry. This takes away from the fun factor and the replay value.

Overall, the game is one of a kind and challenging. The music was very fitting, as well. I look forward to more.

Krobill responds:

Thanks for the comment and your understanding of the game limitations. This version must really be seen as a prototype of something hopefuly larger. We tried to make it stand by itself in a small amount of time. Today it's really nothing much more than a small casual game where scoring is the main purpose.

Awsome visual, nice gameplay, pro feel, some flaws

Very nice game, the visuals are really stunning, good animations, nice consistent art style. The control is good, the gameplay is good, everything is pretty solid except difficulty. This is not really difficult because of learning curve or too much ennemy, it's simply visual. The DNA sequence is too disrupting, we don't see much else. Same goes for the player's, I lost it sometimes. presonnaly, I would dim the DNA sequence to make things clearer, and possible fade it back to full brightness when player get's a cube... might be one way to improve it, I dunno..

nice one anyway

Krobill responds:

The dark aspect of hostiles, is there to contrast with the very bright aspect of cubes. That's as much as I could do to allow good distinction between the two aspect of the game.
In fact, I did try to change the color of cubes wether you have one or not, but it doesn't work. You have to see correct colors at all time, to be able to plan in which order you will pick the cubes available to build combos.

You're totally right when you say the main difficulty of the game lies in its visual complexity. I've spent a long time thinking about all I could do about this. Now my favorite situations when I play the game are intricate clutters of monsters, cubes, and power-ups spread all across the screen. I most like having to plan my moves jumping from one cube / invulnerability to another while dodging hostiles and building combos even If's total visual madness. I guess I'm at peace with this 'flaw' because I think it's in the nature of this game or at least my implementation of it. I understand though that it wont appeal to everyone ^^

cool

this looks like a well made flash style game and im sure alot of outer people will like playing it

i feel like i played this already...

not really original...

Krobill responds:

you've already played this, like you've already played the different parts of this game in several games and didn't see the point in mixing them ? or... you've already played to some similar mix ? I am sincerly interested to see how different people may have handled a similar concept if you can point me toward it.