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Reviews for "Project Flame [demo2]"

Good game!

Nice game the only minor problem i had was that the controlls feld a bit akward.

hmm

the only reason this is getting a 4 from me is, well, fire doesn't light up your surrounding

it's pitch black, i go spraying my hot love around everywhere, and it's still as black as ink...

awesome game otherwise, can't wait for the full version

Snakex86 responds:

I'd like to add lighting, but we're working with flash, and flash is slow, and the game is already slow for some people, so adding more gradients, masks for each fire particle might kill your cpu.
I might add lighting in specific places as a special event, but in general ... lighting is an overkill in flash!
especially in this heavy game!
cheers

Expecting a great game in the future : )

The one thing I'd change is Adam's speed---he's very slow for a platformer.
It's also a bit annoying that you can't fire while jumping, but I guess that's part of the game.
You also might want to get someone to proofread the dialogs before you release the final version ;)

Is the main character Looks exactly like Pico!

Game was ok
The story looks interesting and underground forest and a ruin!
I hope you work Very hard on the story has potential
I hope you add an upgrade system if nop then it would be lame
also different attack ways using fire as upgrade.

Eagerly anticipating the full game

Fluid animations, nice environments, strong mechanic and good overall atmosphere. Thoroughly enjoyable game. Well crafted atmosphere of something going on that isn't known, I liked that tremendously.
The customisable controls was a nice addition as well, allows for a more personalised experience and improving the controls. Whilst the only problem I found with the controls as they stand is the med-pack button was a little out of place, others may have found other problems. Including this little aspect essentially removes this problem.
The only thing verging on a criticism is the dialogue and the weapon.
The speaking aspect of the game is not very important, after all it is only a demo so not a lot is expected. Hopefully it will be improved by the full game as you suggest. I look forward to a more emmersive story aspect of what promises to be an intriuging plot.
Really the only problem I could see with the game as it stands is the shooting mechanic. I didn't mind the lack of a jump and shoot combination, it made the figthing more challenging and, I think, more rewarding. Especially at one point where I could have just jumped and shot a monster as it was unwilling to advance down to the ledge I was on. It made combat more geared towards spot ting patterns, rather than attempting to just shoot willy-nilly.
The actual problem with the shooting is there isn't strategy to it. In a kind of spooky, survival-esque shooty adventure game, there should be some kind of limit to the ammunition, or some kind of strategy to it. Unlimited ammunition negates the strategy of being conservative or accurate. Even if you keep the ammunition infinite, maybe making reloading slower or making the depletion of a magazine faster. Either of these would make a more measured and strategic combat mechanic.

Other than those minor criticisms, it is a very accomplished game in its own right. As a demo, it does its job very well and I look forward to the finished product, although I hope you slow the pacing down a little in the final game. It rushed a little too quick from the discovery of monsters to a full-blown temple-cult thing. Only minor things which I wouldn't even class as a problem, more of a slightly rough edge. Wonderful looking and playing game overall. Excited for the full game.

Snakex86 responds:

yeah I agree ... we will slow the pace of events in the final, the forest part will be extended.
and dialog as I said before will fully be rewritten.
but the ammunition, some players found monsters too hard to kill, what if we add limited ammunition!
though we'll study that.
thanks for the review