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Reviews for "G-Switch"

jesus

Im going to have to give you a five because while it was sort of enjoyable dieing around 25-35 times a minute wasnt fun. not my kind of game

Fun concept, bad design towards the end

I love the gravity flipping mechanic. It's a lot of fun. I'm glad you decided to take that and run with it in the speed direction. You made a great game concept that plays exactly to what I want. Fast platforming.

The only problem is that towards the middle, your level design gets outright dickish. There are so many jumps that can only be made on a couple of frames. Outside that, you're dead, and that's not even talking about the leaps of faith that regulate the game to trial and error status. The save scumming aspect also breaks flow horribly. Consider having some of the platforms be a bit wider so you have 7 frames of animation to make a jump rather than about 2, and the game is perfect.

Boooooring!!!

Nice idea and nice graphics, but it's always the same thing...

wow

You'r game is cool but its so laggy i can't even switch

Irritating

It's a very nice concept and one can tell the levels were thought through, but they were way overdone at it, rendering the game extremely difficult - and not in a good way, i.e there is no real *challenge* in it. It wasn't testing any reflexes as arcaders of the sort normally do, it just ended up in remembering click successions - and these sort of games died with the old Nintendoes.

The pace was very fast resulting in zero margin for error - when the difference between clicking too early, too late or at time is a matter of a tenth of a second - it isn't really a neccessary - or welcomed - complication at all.
Also, sometimes you can't see the forthcoming platforms (when you run on a really long one with a far "jump" at the end of it), making you clicking blindly, and then you must likely fail, and then you return to the previous checkpoint, sometimes just before reaching the next one, and that becomes frustrating to say the least.

I think it would have been better if you've incorporated a difficulty-on-a-curve sort of thing, meaning when you fail a certain amount of times - the pace would gradually slow down or something. Or maybe a "lives" system, so you wouldn't have to return to the previous checkpoint every time you misplace a "jump".