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Reviews for "Trigger Knight"

lol tots gonna get dislike 4 this

ok over all this is a pretty good game, but there are problems. for starters enemies do to much damage at the very beginning and a random fight there could be a guy that decides to one hit you out of no where and make you startover, I truthfully really didn't want to play again but i did and got one hit by some stone golem who had half health.my other problem is that things cost to much money considering the amount you get from each battle, I undersand that it would be un fair to just give like 1000 coins for each battle but only giving about 200 is a little cheap. Also this is morely minor but unless your buying something it says not active or something even when your in a fight. again this is minor but when your running it would be nice to be able to move so you could avoid OP attacks from monsters

Randomness kills it for me-

The concept is great but as others have pointed out it definitely needs brushing up.

My favorite parts:
-art was superb. Animation is very clean and visually appealing.
-music and sound effects are superb
-the concept is good, and it's relatively fast-paced... I actually thought maybe it could be even faster paced, considering half of the "offers" you pass up

Now what I didn't like:
-the premise of this game is "split-second decisions" yet I don't see how even optimal player strategy affects the outcome of the game. Because enemy attack power and health gradually increases it is important to upgrade both attack and defense. The "soul saves" must be purchased at fixed intervals and for practical purposes so must elixers (or armor to heal). As a result the progression actually felt linear, because even if I had a "choice" to upgrade attack or defense I would likely take the other the next time around, or simply not be able to afford it. So really the "choice," while it was technically there, was in reality very constrained.
-This, coupled with the randomness, made me put it down after three runs. My decisions as a player have really no tangible effect on my success if I'm doomed to a run where a dragon just shows up and kicks my ass (and it's impossible to just "hold on to a divine sword" because then you can't heal).

My suggestion would be to add more player options. You could also make the battles "timing" based ala Super Mario RPG where attacks do more damage or you block some damage if you click at the right time. This in my view would make it a lot more interactive rather than basically just an animation of my character eventually dying.

nice

i like it

so..

a really good game.
random yes...but good.
and i hate your dragon :p

Okay, well, to start off, I liked the game. The concept was good, the art was nice, and the music was energetic. But there were a few things that really bothered me about this game. The first was the whole "Lifespan" deal. While it's an interesting idea, the problem for me was that the cost for the soul shrines kept going up, usually bankrupting me while I was trying to save for an armor or weapon upgrade. Second, the monsters got really strong really fast so that you NEEDED the higher upgrades, which you couldn't afford because the lifespan recharge was bankrupting you and the monsters didn't drop enough cash. Third, the fact that you only have one item slot and three items that are super important kind of bothered me. This makes the game challenging, but it was frustrating when I had a Divine Edge but I had to buy an Elixir to heal myself and then a dragon appeared in the next encounter.
Fourth, the shops needed to be more regularly spaced. While I understand the randomness of it adds to the challenge, the fact that two soul shrines or two elixir shops were right next to each other made me a little annoyed.
Overall, I enjoyed it, it's a very smooth game and extremely addicting. But it does have some kinks to be worked out.
3.5/5