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Reviews for "Spell Sword Beta"

AWESOME! I really enjoy games where I get to explore and find treasure... And have it be different each time! Still, if you get killed while looking at your inventory you are stuck. 5/5, 10/10!

c button deosnt work D:

it's ok oh if you it esc it brings up the dev coding for the game

interesting.

The art reminds me of GBA, or NES. But the gameplay? Defo' SNES.

Jump's too low, it's somewhat slow and laggy, and ... I keep fighting through the red slimes over and over ... only 2 types of monsters in the Beta, I'm guessing? Or did I not reach far enough?

I don't think the Green slimes were meant to hurt. Maybe it's a training? I believe so, and so does my friend who tried this game out too.

Regarding the controls, it's very emulator-ish. Plus, there weren't any instructions on what key is what 'cept at the Author's comment. An interactive tutorial would be nice in the completed version!

About the equipments, like Coordinatez had said, it's unnecessary to require the player equipping the sword - it put me off a little to be honest, haha. How about starting the game with "An Old Sword", "Rusty Sword", "Knife", or something like, "Bamboo Stick"? I don't know, something organic, I suppose? Haha.

About the game itself, don't forget to include 'Save'. It's very important! So do include that feature in your completed version, okay? And plot! Input an interesting story - a generic plot would do - anything is better than the aimless hack slash in the beta. Shops, too - I mean, that's what the Gems and Golds are for, right?

Levelling system + Skills would be sweet. I know there's the 'Level Up!' thing, but my friend and I cannot seem to find the Stats window - is there even one in the Beta...? Just another suggestion; using colour codes is nice, but it'd make it clearer if you mention, in the game itself, which bar represents what gauge. "Green for Health, Blue for Mana, Purple for ... EXP?"

The sound/music is cute - but I think it's better to add in some more different background music for different scenes/levels. Monotone is not a friend. Also, my friend suggested to add in the "Turn On/Off Sound" option - I second that.

Art - 3.5 stars (bright coloured, nostalgic pixelated sprites)
Gameplay - 3 stars (dullness sank in due to the absence of a plot)
Controls - 3 stars (somewhat clumsy, with some lagness - which could be on my side)
Sound - 4 stars
Overall - 3 stars (3.3 stars)

Kind of a Mario Bros, NES style side scroller RPG.

It's got a fun factor though it's simple. The retro graphics could be cool or a turn off depending on your audience.

I understand it's a beta. Here are my suggestions.

IMPROVE:
- the game controls took a while to figure out. I know you have it listed on your NG author comments section but I would HIGHLY suggest a pop up bubble or a small HUD at the bottom of the screen that always tells your players that arrows move "C" - attacks etc.
- having to equip the sword in the beginning is unnecessary. Just start your game with the sword equipped or have a tutorial explain that right up front. It took me like 2 levels to figure that out. Better yet, have the sword in a treasure box and as soon as you get it, have a tutorial tell you to equip it.
- The jump height seems too low to me. You also need to explain to users that in order to get to higher areas, they need to do a running jump.
- I echo what others have said regarding lots of "bugs" in the game. The first level doesn't allow the slimes to hurt you. And it appeared that a few other things weren't working properly as well. I only played the first couple of levels.
- I think your menu design could use some work too. It was extremely basic once inside the inventory. There didn't appear to be any way to "exit" and the game froze. Again, bad tutorials are to blame as are "bugs" in your game.
- There isn't any story line. You just have a random hero in a side scroller world. You need to engage your audience more or they will get bored quickly.

Best of luck.

cZ