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Reviews for "Slow Slaw"

Neat idea on paper, but requires a better use of the mechanic being explored. At full health the concept of shooting bullets out of the air is laughable, meaning that the game ends up being a matter of going through the motions till you get to the 20% life area when you actually have the time to track bullets enough to dodge and intercept them. The issue gets flipped once you get into the 5% health point where the game gets so slow that it becomes boring, often times I found myself spitting out 3 or 4 shots before tapping the spacebar just to see if my bullets were going to connect with anything. What this ends up being is a game where you go from impossible task to a ton of fun to tedious boredom in roughly two hits, and that's the problem.

The shooting physics are more than a little wonky due to the game attempting to follow the path of motion with the angle of shots while also shifting along a moving area, which leads to many shots following a far different angle then they should, especially when these shots are fired mid-air.

If I had to offer a suggestion, it'd be to apply the idea of health dependant time to a game less focused on gunplay. Make it a score based game of sorts where you earn more points the higher your health is, and allow the timing of things in normal speed to be more reasonable. Heck, why not implement an active timeslow function in the game that drains as you use it, recovers slowly, and have it double as your armor? If you use your ability and take damage, you get hurt worse than if you hadn't, but using it might allow you to not be hit at all? A push your luck style of game is perfect for such an idea.

Regardless, the game shows promise, but now's the time to take what you've learnt and apply it to a more focused and indepth form. Here's hoping you can make something of it.

Strangsta responds:

Thank you for such detailed response.

I think the main fun-potential feature in this concept - is automate timespeed control. This feature require A LOT of gamedesign work, but when it setupped and balanced well, it can generate tons of fun, yeah C:

Yeah, the bullets' travel speed does not match up at all with the expected reaction time at 100%, and it does not match up with your own rate of fire to actually make it useful at 50% or less. Skill matters little, and that makes me sad. I like the idea of time slowing down to make it easier the more you screw up, and what you have is pretty as hell, but the execution is poor.

Too hard.

Badly made, but good idea.

Very cool concept, good music, great graphics. I would have given this 4 or 5 stars except for one very apparent error: the character aims maybe 20 degrees above where the mouse is pointed if you aim anywhere close to the character, making the game's defining mechanic unusable. It was also very repetitive. A potentially good game that needs a lot of work.

Strangsta responds:

Thank you, it seems like angle error was added on the final state of development, and i didn't saw it.
Fixed!