00:00
00:00
Newgrounds Background Image Theme

Kinoki just joined the crew!

We need you on the team, too.

Support Newgrounds and get tons of perks for just $2.99!

Create a Free Account and then..

Become a Supporter!

Reviews for "Parallel levels"

Pretty awesome game. Very nice puzzle platformer. I only dislike the theme - very generic game setting and unfitting music. The control and momentum are kind of weird sometimes, but overall the concept is interesting and the levels are a fun challenge I guess.

Well that was nice little puzzle/platformer. It had very good learning curve, as challenges increased in difficult very gradually. Ending felt little disappointing; even silly little story or achievements would make finishing game feel more rewarding. When there is just "credits or play again" options it feels that I missed something(which is possible of course, but if this is case, it would also be nice to tell that clearly).

Puzzles were in general very nice, but sometimes when the problem part was too easy or repetitive i.e. theme of level 5 come up very many times, that is one where in upper map you can move right without putting yourself in danger, and in lower map you have to move only right(and very little to left to collect star). With this mechanic it should be very rare, to have maps which can be completed one by one(instead of thinking both maps like in lvl 37 for example).

When the problem was to look three different maps and think move in each of them, game was at its best(better level select could be nice, so I could tell you which level was my favorite, but oh well.)

As a platformer, I didn't like that there were some long jumps, which were made worse by having invisible threatened area(you die before you touch spikes, you finish map before you touch door). Some other maneuvers were little difficult to perform, but I think that is okay.

I liked though, amount of different elements and that there was no hidden information in maps(atleast I didn't find any)

Also, I you had the most important button for a game in which has sounds: mute. I like to choose my own music thank you(for the mute-button), but very good that you had it in you to make sounds for your game, good for you!

How to get 5 stars from me (if you were wondering):
*Story or achievements
*No invisible threaten areas
*Less repetitiveness
Pick two from the list.

Gave my brain a good workout, takes a bit not to worry about what another screen is doing

CONTROLS?

komizart responds:

WASD or arrows. and do one clicl somewhere in main menu screen

This seems like something is amiss, but I don't know what. I'm just gonna run through some pros and cons real quick to start things off:
Pros:
-Good soundtrack, albeit a little repetitive after a while.
-Nice, clean art style that seems fun-for-all-ages
-Lots of content and a solid dose of mechanics, as well as running virtually bug free.
-Well programmed physics and mechanics that are key to a well-polished platformer.

Cons:
-Music is insanely loud. I had to set my volume to a fraction of its otherwise lowest settings to get this down to "somewhat noisy" sound level, which is something I don't have to do, even when on newgrounds (which tends to have high volume)
-Concept didn't feel too original. To explain on this, this once was and to some still is a fresh concept, but to the degree of how long it's been around, how frequently it's used, and how its originality is kind of what leads it to be chosen often. You did, however, but a solid spin on the concept. even if it was mostly cosmetic and for how things transitioned. All-in-all it functioned nearly identical to its counterparts when the day is done.
-Absurdly, outrageously difficult at times. As a guy who's decent enough at platformers, I have a solid objection to how it makes the player combine multiple, individually improbable elements and ideas into one marathon of continuously super-human precision. Some levels were moderately challenging, some simply required a new way of thinking out the path, and some simply require employing tricks that borderline on "exploit" or "quirk" to get them to work (for instance, having one character ram their head against a platform to halt their horizontal friction, so the other can make a jump without dooming the first) Additionally, the way momentum affects air control and jump distance seems really abnormal, somewhat unpredictable, and very high in demand for some of these. Would set myself in the thought process for making the first or so jump in some levels, and even after trying to consciously compensate and noting what happened the last time and time before that, would fail to make the same, seemingly simplistic jump a few dozen times alone. Don't think I had the motivation or precision to make it past the 13th or so level.

All in all this is a workable product, and maybe this point of over-difficulty is either too biased or is just something about this game not clicking with my platforming bits of my brain, but either way it seems to provide a product with moderate entertainment that is produced almost exclusively from inhumanely precise challenges. This is hardly saying anything in the world of gaming though, and even proves successful in many cases (demon souls, so forth). To me, these select points of generating interest and fun are prettymuch null, but it seems many others are getting a kick out of it at least.

7/10, 3/5 ~WCCC

komizart responds:

wow! really big comment, thank you man