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Reviews for "Thoreau"

Erm

This seemed to be my type of game, but when I jumped, it wouldn't stop jumping, then pressed space and shit started going down! So I re-loaded and tried again, but alas it still didn't work

I gave five stars to be fair to the rating, not because of the game play.

I hope other people find it entertaining.

3D-xelu responds:

thanks alot for the rating.. i'm glad to see that not everybody who thinks it's hard\can't play 0 bombs the game

i feel bad cause it doesn't work for you and i have no idea why.. but we'll investigate that and hopefully fix it with an update... never happened to anybody else :-S

thanks again, you sir are AWESOME!

This game is slower than molasis in January

Is this game supposed to lag? I can't write an acurate review if the lag is too slow to play the game. Average score.

Intriguing concept ruined by flaws.

I want to like this game more than I did. The graphics are amazing, and the sound design is beautifully ominous. But the traps are pitifully badly-done.

First of all, the hit detection is terrible. I try to jump a pit, only to find that the wall somehow extends invisibly a solid three feet up, catching my feet and sending me to my death. Or I try to jump the arrow (ducking never seems to work), only for it to clip my feet and kill me in midair (complete with collapsing dead on a magic floating transparent floor).

Second, "using your ears not your eyes" is meaningless when most of the traps only trigger their sound cues too late to react. And the most common trap, the pits, is completely silent.

Third, why is it that touching a boulder will kill me after the boulder has come to a complete stop and is not moving at all? Is it radioactive?

Ultimately it's all a game of trial-and-error that's too tedious to justify the beautiful design. I'm soundly disappointed.

I was still getting killed by triggered traps.

Hardly even into the game yet and on the stairs a rock fell, I figured I could jump over it but nope, Chuck Testa.

Not a fun platformer. Not for me.

Playing a game which is punishing to the player for the sake of being punishing to the player might seem appealing to some of the hardcore, nostalgic crowd who remember how difficult games used to be, but for me, it's as bad as holding a player's hand completely.

There is nothing fun about being punished for having less than adequate perception of what it means when an abstract flash of light bounces off of a barely visible wall or frame in the shadows. The tools you have at your disposal in order to survive the game, presumably the very tools which ought to make the game fun, are hindered by the sheer unrealistic expectations the game places upon you to anticipate traps. You wind up taking each step one at a time, walking on egg shells with no motivation to complete the game other than completion itself.

A big part of the fun of platformers is being able to move freely and complete tasks without having to stop. Granted, some platformers are more challenging than others and ask the player to assess a given situation before proceeding (take Castlevania series for example), but not to the extent that every single step warrants a second, third, or fourth look as it does in Thoreau.

Spend a little less time mimicking Limbo and a little more time polishing actual gameplay and you might have an entertaining sidescroller.