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Reviews for "Trigger Knight"

Dragon

It's so overpowered! I had an Excalibur and the 3rd best armor with full health and was killed by it. There is absolutely no way you're killing that thing unless you have the Divine weapon from the Grim store. Some runs I'd see the Grim store numerous times and others nearly never. It's a fun game, until you become impatient with the lack of chance to advance, even though you hope the next run will the 'the one', etc.

The same goes for those Golden Tickets, they are great if you can buy them. And again, for so many runs I tried to save gold, but never came upon that event that it became frustrating.. I'd die, give it another go, save gold, save gold, get close to dying but save gold anyway, until finally I can't just keep saving it... AND THEN a fu*king Golden Ticket appears... but not before a dragon gets in the way and kills me!

Fun, but the variability of being successful and straight dying is light years apart. Also, I absolutely hated that a store would entire the screen, but could not be clicked on until it was 1/3 of the way into full view - this was particularly important when coming across a soulshine, since lifespan drains by the second. Lastly, with the way the game is described, I expected it to be more fast-paced to actually create those moments for 'split-second decisions'.

I commend you for the art, programming, and music... it'd be more beautiful, if I didn't have these memories of zero HP and Lifespan.

Some objective points, some subjective points.

The objective points:

The events are too random. Useless events like running into potion shops when you already have a potion should NEVER occur.

Unwinnable events like running into a dragon BEFORE you have a chance to buy a divine edge should NEVER occur.

The subjective points:

... It's just not my thing, I'm afraid.

I don't like the limited lifespan idea, I'm not a fan of the limited number of items you can carry, and I'm not interested by the one button concept. I also don't like the randomness in general at all, but that's not so much "bad game design" as "game design I'm not interested by", so I list it under the subjective and not the objective component.

The music was pretty awesome, though, so I gave it a 6 instead of a 5.

Alright, well..

I mean, I liked the idea of it, but I'm just not used to not having that much control. Good game though!

Its ok for a simple game, but isnt that interesting.

Awesome game, but sadly I could not give it a 5. I have a few critiques for this game to make it better.
1: Make it less random. Whether I do well or not should not be completely dictated by RNG. This is why I gave this game a 3 instead of 5, because it's too random.
2: Continuing my train of thought from critique 1: Items should be replaced intelligently. Ex: Once sword and armor upgrades are maxed, they should be replaced by consumable items (Elixir, Divine Edge, Gold Voucher), armor should be more prevalent when health is low (something like 1000 HP or below)
3: Dragons should not appear until round 15 and furthermore, they should have a unique enemy icon so players can prepare in advance for the encounter.