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Reviews for "Trigger Knight"

Nice, but a couple of weak points

Nice concept, pretty well worked out and amazing how much gameplay and tension you can get out of one button click! Just a couple of points:

- There seems to be too much left up to luck. Most of the times I have died have been because I don't get an elixir or an armor upgrade with a long run of monsters, or have a run of monsters, no elixir shop and then the dragon. Often in a battle I seem to get caught in a loop of being knowcked back before I can hit, with nothing to do about it.
- I think you should be able to have more than one item - you really have to have an elixir in order not to be caught out, but this means you can never have the divine hit or the voucher.
- I never seem to get the divine hit to do anything - I'm not sure if this is because I'm using it wrong or what, but having bought and used it a couple of times, it didn;t do 1000 damage. If there is somethign more complex about using it, it should be explained.
- I think there could be a change in the graphics - at the very least have the sword change, preferably the armor as well. It is always nice to see you char advancing visually as well as the amount of damage done...

All in all, an excellent application of a very interesting idea. More or less every time I've seen something along these lines before it's been unplayable. It has caused me to rplay it tens of times, always the sign of a good game! Thanks!

Fun, but.

It was fun, enjoyable, I iked hearing the sounds. But I hated that each tiem Id ied I really was just starting entirely over. I agree with a previous comment when I say this. There shoudl have beens ome kind of carryover. the ability to start with a level two or three weapon or armor maybe, or even just 'spare' money, as in whatever youh ad when you lost carrying oover into your next run. Still, I played it for a good few hours.

You need luck on your side

I was just able to fully beat the game, I was only luck that i was able to do it this run.
Think you could add some more "skill" in to the next game, i did have fun with it.

A wonderful idea!

really interesting.

Visually, Quality/Resolution -wise, i think it's okay if you leave it as it is, however it would be a good idea to change the sprite's appearance to correspond to the weapon and armor upgrades. its hard to see a dagger sword and rapier all looking like the same thing.

BUT Gameplay- 6/10. this is very innovative idea, plus very simple. i'm sure many have thought of this before, actually, but the difference is that i can see it somewhat working here.
alright, [[i get that this game was probably made just as a guinea pig]] to test this one idea out, and that you guys have already brainstormed for if this develops into something bigger, {but i'd like to express my thoughts and ideas anyway.}
=1. a longer 'event bar'. having only one button to press, my choices are somewhat already restricted, it'd be nicer to have more events so that people can plan further ahead.
=2. i had a lot of trouble with the dragon, and it seems from the reviews that a lot of people did too. i tried to plan for this battle after i died by its hand, but then the dragon event changed from the previous play. if you need to include 'boss fights', you could set a permanent timer so gamers can plan their armor/weapons/items to suit it. otherwise it comes at us from outta nowhere and totally demolishes us.

its probably a guinea pig version of what you wanna do but you managed to show off that this COULD work. if you revamp it and make a trigger knight 2 i'd totally play it.

so close to being perfect

The only thing I felt missing was a sense of progression, which would have come with something like "carryover" stats or and upgrade system in between runs, but amazing otherwise