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Reviews for "Goin' Mental"

nice creativity however I dont like the control function of this game. It is too slow and when something follows you it means you don't have positive control of it and control of your weapon is part of the game.

samulis responds:

Being forced to go slow only makes the game more strategic.

Very interesting idea for a game. I admire your creativity, art work, and the "problem solve" concept to each round.

samulis responds:

Glad you like it.

Horrible, like this review :p

samulis responds:

That's TERRIBLE! >:(

Definitely seeing a lot of Binding of Isaac and a bit of Minecraft references. Intentional?

Let's do a step-by-step analysis, shall we?

Round 1: I like the momentum factor of the ball, gives you a bit more of a challenge. i think the only problem here is the heads, which spawn just one too many.

Round 2: Guiding "Isaac" into the slug is no easy task, and the heads provide just that much more of a challenge.

Round 3: Occasionally, the creeperbomb won't detonate when you need it to. On the whole, however, probably one of the easier rounds.

Regardless, the game looks really good, a couple of tweaks here and there and you'll be good to go!

samulis responds:

For round 2, you only have to make him hit the trail of the slug, no the slug himself.
Round 3, you really just need to make the worm hit the bomb.

Excellent aesthetics, lovely music, great "story." I love the designs of his various paranoias and mental disturbances, and the means with which he kills them. I enjoyed the unholy sounds they made, along with the incredibly gory and might I say very entertaining evolution of the arena itself. The music steadily getting more and more insane from its very lovely "Elevator" vibe was also very nice to listen to as I killed unholy horrors with more unholy horrors.

Killing them was also very satisfying, though I have to say that the task is a hell of a lot more challenging than it should be, and unfortunately, this is because the mechanics, if I do say so myself, are mostly crap.

Don't get me wrong; it's very possible to win the game. Unfortunately, it is insanely (ha, I made a pun) hard to do so because your character is so large and slow, and the hit boxes of the enemies get insanely unfair at times. The level 3 boss was my biggest peeve, most especially how easy it was to get hit by either my floor roach or the huge tentacle bitey thingy. I suggest you reduce the size of the player, the enemies, and/or the hit boxes but do not, under any circumstance, enlarge the arena; I like the cell as it is: claustrophobic.

The ending was a bit too much of a mind fuck. I enjoy that the medal names give some clue to the true nature of what is going on (excellent work with the titles being disorders, by the way), but the incredible shortness of the final scene and the inexplicable roommate confused me way too much. A bit of clarity with what happened would be appreciated, like a slower panning shot security and an unfortunate orderly, rather than the ending as it stands.

So, in closing, excellent theme, art, animation, music and sounds; improve on the gameplay, and we'll have a real twisted good time.

samulis responds:

Thanks for the feedback and for notcing the metal names. :)

The hitbox is only around the player's feet actually... you have to take prospective into account. For example, the worm can only hurt you when it's attacking or when you touch its base. Every single hitbox in the game is smaller than the artwork. In addition, the character speed isn't really that slow... it would be unfair if you could just zoom around without a worry. Even at this speed, the game is still easy enough that every enemy can be dodged or outrun (except the charger, but he's very easy to dodge).