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Reviews for "PLEASE REMAIN CALM"

I actually ended up really liking this. I think "10 enemies" refers to ten different enemies. I really appreciate all the hard work put into making this. It seems like there was a lot of detail. While not too colorful, still very good. I was afraid you'd have to collect all the coins to advance. I'm glad you don't.

I also like how your health can be replenished level after level. It's still pretty difficult. I had no idea slime could kill you in a game like this. It kind of reminds me of something like "Blue Ball Machine" with how small everything looks. That's a good way to show off detail.

CTincknell responds:

Thanks! I changed the description to say "10 distinct enemies" now :P

I tried to make it easy to die if you make a bunch of mistakes, but easy to recover from one or two mistakes. Hopefully the difficulty feels balanced.

I unfortunately don't have time to play this much right now, but I'll be nice and give you all of my 5 stars anyway. I played the tutorial as well as the first levels, and everything was already great. The music, art/animations, sound effects, concept, gameplay, controls, functions, upgrades, seems to be randomly generated, everything. A very refined game, based on what I've seen.
God job ;)

CTincknell responds:

Thanks a lot!

Was a great game until the ending. Had 2 life and 15 coins, the boss hits me once, by accident and what? Back to level 1 with 4 life and 0 coins. Should I replay 9 levels just for one more chance at the boss? No thanks, I will find a more forgiving more enjoyable game. 2.5 stars for the graphics, controls, soundtrack.

CTincknell responds:

Sorry that it wasn't your cup of tea. I could probably have balanced the boss fight a little differently, but I wanted it to be punishing. I suppose it's not for everyone. Thanks for the review!

Amazing game. 'nuff said. Would play it again, and again. Randomizing was awesome. What was this made in?

CTincknell responds:

Flash, written in Actionscript 3. Thanks!

It was a pretty fun and enjoyable experience. The randomizing was amazing, and it was a lot of fun to play. If there was one thing I didn't like about it, it was falling damage. I just don't see any reason why you would want falling damage in a platformer. I liked the game, but that falling damage REALLY annoyed me.

CTincknell responds:

Sorry you feel that way, but I'm glad you enjoyed the experience overall. My reasoning for fall damage was to slow the player down, and make them platform more carefully. Without fall damage, you could carelessly throw yourself threw the level instead of planning your route.