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Reviews for "Run Run Ran"

Fun for a few minutes, but nothing new to keep me playing

i thought it was ok but you did loose a few points for lacking in originality and when i went into shop when the music was muted it turned on and the music is a bit annoying theres not a whole lot of upgrades but i like how i could shoot and such

Do not want. The concept sounded thrilling in the sense that I imagined this as a 2d side scrolling combat oriented game, but it's more of an endlessly generated time muncher... attempt. Don't want to sound like an ass here, but this was fairly un-thrilling from the start. The music just kinda loops and is pretty annoying, the controls seem to have delays after switching lanes (good 1/4 second between pushing lane switch and jump key before you actually jump, which is often fatal in key situations. The controls also are prone to just going apeshit if you say, hold jump button for several seconds, it'll just keep jumping for up to several seconds after you've released the jump key, like it's just queuing the commands in an unintelligent manner. The shooting was a fun concept in the sense that is forces you to multitask and keep things balanced, but felt more gimmick based due to its very infrequent and petty usage. Finally, upgrades were a fun concept, but the fact that you just upgrade powerups and your guns (which are very briefly used anyways.) leaves it feeling very un-engaged and flat. This game isn't without quality though, the art is more than acceptable and the programing itself is pretty bugless as far as things are concerned, but the actual execution makes this have very low entertainment factor and low replayability.

Sorry. 5/10, 3/5 ~WCCC

Yeah nice adaptation of the well-know runnning/avoid games. It reminds me the most of Agent Run. With the shoot-out mechanic every now and then. Well first you want to read the good stuff right?
The best part of this game is definitly the gamefeel (aestetics) and the overal (visual)design. It brings me to this arabian medieval time. kind of reminds me of Alladin on the 16bit consoles and it has a little assassins creed feel to it aswel. The animation at the beginning is astounding and it's a pity it's all I ever saw.
Well here comes the run-down of things I didn't like so brace yourself.
The music was a good design, but grew old very quickly. Mostly becaus eI just heard one loop over and over again. Yes I know about the limits of uploads but be creative. Temple run uses ambient noises that's a way to solve it. Also de loop was constant even when I died it didn't really felt like the game stopped, even when I am in the shop it's the same loop.
Okay so I put the musicoff, just to have it turned back on automatically everytime I die. That is really a pet peave of mine. made me stop the game.
Okay next: what is up with the audio anyway? the sounds are all good, although I swear the coinsound is from agent run. but listen to her steps.. is she a horse? she gallops, it is so against what I visually see. It breaks the immersion for me. A pity of the great opening sequence which brought me in so good.
Okay you might find me nitpicking for that but it made me want to stop playing an potentially good game.
Well my biggest point of feedback is the story by itself, now this isn't nitpicky this is really an issue:
Wha tis the story? what is happening? Why did I die at first without knowing what to do?
Why do I transform into a lycan? At DAY!? do I hold an artifact? Do I posess powers? Why am I wanted? what is happening in this world? Why am I shooting at wanted posters? Do I become less wanted?
Look in Agent Run you shoot bases because you need tot destroy enemy hideouts. And in Temple run the story is explained in the first seconds of the game. You stole an artifact( from the moment you press play) and the monkeys are chasing you down.

I think if you immersed me more, or at least keep the immersion going throughout the whole game it could have been one of my favorite games today. I most likely begged you to port it to android ;)

At last something you might take into consideration: you chose a top down view, but kept al the elements as if it was a 3rd person view game. Al the gamemechanics of 3rd person view games. Take in consideration, why you chose this style? and how you can benefit from it more. I think some things were confusing at start (like I can run under bridges but I need to slide under signs, how am I supposed to see the difference?) But I see loads of possabilities aswel (such as moving diagonally or switch camera modes to sidescrolling anything to keep it more interesting)

At last I'm sorry I didn't play enough to see the boss. I would've love to see how you did that. But I just couldn't reach that point.

I hope I am of some help with my full on rant, It's not for me to vent my thoughts but more to give you some perspective for possible future endeavours :) Good Luck!!

Arrows, W/S keys, AND mouse? There ain't enough hands, jack. 0 on Controls. Animation looks cool, but the gameplay gets a bit old when you're trying to do three things at once.