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Reviews for "Room Raider"

I love the concept.
I would like more lives at the start of the rooms. Descriptions of what all the guns are. Maybe a way to shuffle through all the guns?

The mechanics are good, but the game is impossible without being able to regain health.

This game is interesting.
First off I made it through fifteen rooms, and no medals. I do not see myself pursuing this through to try to beat it.
I love the graphics first of all. Amazing. I would honestly love to see these graphics implemented into an actual structured platformer; even dare I say, a metroidvania type. It looks amazing.
The controls were fine to me, the rooms with reversed controls were difficult but not insane or anything.
The only qualm I have is with the essential structure, the random rooms and sort of survival mode, make it as far as you can, gameplay isnt really for me, i was really stoked when i saw the graphics. I was expecting a sick platformer with upgradeable weapons etc. I think if you took this code, and made a game with a story out of it, you would have great success, and a million fans.
Keep it up this was awesome, thankyou.

SinclairStrange responds:

You read my mind :3. My next flash is going to be a metroidvania styled game. This is really only a prototype as such as I just wanted to see how far I could push flash :P.

Interesting play style. I can deal with the random rooms, random weapons, that thing was fine. It does lead to some rooms that pretty much are guaranteed to rip your health to shreds, especially when you have too many enemies on screen and a weak weapon. Although I think the way that that works against you is more a process of hit confirmation. Simply put, you can take hits a lot faster than enemies can. No matter what you shoot an enemy with, it takes about a second for them to register the next hit from whatever gun you're firing. Meanwhile your character can take damage at least twice within a single second, meaning that you are already bound by increasing damage and no health refills but then on top of that your character is designed to soak up damage like a magnetic sponge.

The thing is... the difficulty altogether makes it awkward. Despite the randomness, if I got to a high number of rooms, I should still feel like there was a lot of skill involved. As if it was an accomplishment. Instead, all I really feel is lucky, and like I occupied my time but that I really didn't achieve much of anything. That's where your game loses stars more than anything else.

I would say, deal with the hit confirmation on the player character and that would be about it. Everything else seemed alright.

alright, the knockback was horrible, the shotgun is a really bad weapon, and there is no way to heal
but it was an interesting idea of a game, all you have to do is work on it a bit and it'll be much more playable