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Reviews for "Wilt: Exordium"

Well, i encountered a problem with the second skeleton, and it would not fix no matter how many times i died or refreshed my screen.

It basically camped on the VEEERY edge of the little double-jump cliff, and everytime i tried to get up, it punched me away. That pissed me off to no end, because i couldn't continue at all.

Either add a slight invincibility frame after getting hit, try to make the skeletons move around instead of targeting you, or maybe add a midair attack feature.

This prologue looks good, but i cant give the full 5 stars because i can't complete the game...
Looking forward to the main game, but please take those ideas into account.

Asvegren responds:

You should be able to jump through it if you move quickly! They only do damage at the end of their attack animation.

Obviously due to the short nature of the game and the fact that it's a prologue, the essentially non-existent story can be excused for a game that seems to want to have a compelling narrative.

In terms of level design, you certainly tried to keep everything fresh, not forcing the player to do one task over and over. However, with the exception of the grenade, you never really tried to make novel uses of the abilities. Everything was typical.

The boss fight was well done with enough of a difficulty to help give the end some closure. I liked how the boss battle changed as his health deteriorated.

The graphics are good pixel art, especially the girl's dialogue box and the boss sprite.

I'm not going to go into the controls, as a million and one people have probably mentioned the floaty jump controls. I don't think it's terrible since semi-floaty platformers feel different, but this is a bit too floaty for my taste.

Overall, it's not terribly memorable at this point. But this was just the prologue to an epic game, so I'm not going to judge the book by it's first chapter. You have all the programming essentially ready to make a great game, now all that is needed is to have more interesting level design and story and this game could make newgrounds history.

At the moment, though, I can't give higher than a 7/10. There's just not enough there to wow me.

Asvegren responds:

We're trying to add in more interesting challenges in the full release. Other than the obvious things like length and proper story, we're hoping it will give off a more polished and interesting impression due to the varied puzzles and environments.

Thanks for the review.

Storyline is interesting so far.

Hi,

Great job on the music. Who gets annoyed by chiptunes? If you worry that players are going to be bothered by the music, 1) Reconsider the music you have in the game because you obviously don't think it's ambient enough and 2) Add volume controls.

I'm glad you're trying to do more with less when it comes to the level design.

It's a lot of work and the logic can get kind of funky, but you really need to work on more fluid controls. The buttons aren't a problem, but user input in games should typically "flow" smoothly. This demo feels like it was "coded" in Stencyl...

Overall, really interesting. It has heart but lacks polish.

Ive been on Newgrounds for more than 6 years and this is the VERY first time Ive ever made an account, and Ive done so just to comment on this game.
Many of the games Ive run into are clones, uninspired, pointless, and bore you early. I found that this game was nothing like that. (Good choice on close respawn places)

The atmosphere was incredible and the small amounts of dialogue made the game for me. I was piecing everything together as I played and narrorating my own made up story in my head to make sense of things. From thinking I was a nam vetern, and how I would know how to use guns, how I reacted to my amazing physique (to wall jump and double jump) and how there were different rules of physics in this world, Resurrection, ect. The more I played and encountered the more connections and narroration would flow through me.
The games that touch the gamer this way on Newgrounds are usually way overdone and awkward in how artsy or how they handled the subject matter. This game felt like it was just being itself and I was welcome to come along for the short ride and journey into this amazing world I found myself completely lost in.

Ive never had this experience from a Newgrounds game before and I know this game has a lot of potential if the mystery and unknown are always present. My advice is to not reveal anything, if so, make it very questionable. Like backstory until perhaps the very end. This way, the gamer and me can continue to build our own story from what we encounter and it makes it so much more personal and immersive. But, thats just me.

I thank you so much for allowing me to be lost in the grim world you created and I cannot wait for the full release. (Also, the music was AWESOME!)

Asvegren responds:

Thank you so much for the compliments, they are much appreciated. I totally understand what you found appealing about the 'lack' of a clear story, and I am really sorry to say that unfortunately the main game *will* have a clear and real story that will take away (mostly) your ability to fill in the blanks. I'm really flattered that you liked the game enough to make an NG account, and I hope you will like the full release even with a storyline that is forced on you!