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Reviews for "Dangerous adventure"

Well, so much for doing yardwork today.

very good game but it needs an ending

Awesome Game!
But:
1. Bug: Double Damage Potion counts for the whole dungeon.
2. No Ending? Seriously?
3. Sometimes running quite slow.

Not bad but you should give rewards after you beat the final boss and make the bad guys harder.

Overall I think this is a really unique game and well planned. I like how each hero can only damage their own color or the two adjacent colors. However, there are a few small things I would improve:

1) It would be nice to include some kind of index or section that described what the hero abilities and monster abilities do. For example, the boss monsters that say "if no color tile played, blocks hero (or something close to that). I thought I had to match their color each turn, otherwise their color hero wouldn't be able to attack. I didn't know they cursed a random tile that I then had to get rid of. Also, it would be nice to know strategy things, like the fact that I had to kill all front line monsters before being able to damage the back line (except when using abilities).

2) I like how you have the color wheel in the top corner, because I referenced that a LOT when planning which colors to use. You might want to switch the positions of the yellow and red heroes themselves so that the hero color lineup matches the color circle order. This would also make it possible to think "ok, if I attack with a certain hero, the two that are standing next to it (wrapping top to bottom and vis-versa) do 50% damage, and the two farthest away do no damage." That would also add the idea that physical attacks do actual splash damage to the monsters next to the target (since the monster colors are always straight across from the same hero color, which is a good thing you did).

3) The Shield button should be moved up next to the color circle at the top. There were a few times that I went to click on a tile located on the left edge of the board and accidentally clicked on the shield instead. Not really a big deal, but just a polishing thing.

Aside from these small tweaks, I thought the game was very engaging and challenging. I liked how there were paths that I didn't dare travel in the beginning (even the tutorial told me not to go that way), and that you had to make sure to remove the keys strategically when opening chests.

Oh yeah, a few things about the chest puzzles:

1) I might recommend giving players 2 chances at opening chests, even if you make the key layout different each time. It was slightly disheartening when I failed opening a chest that it disappeared from the map and I had to re-enter and fight through the dungeon to get back to it.

2) You might want to explain that the number of keys required for each color is a MINIMUM needed, not an exact amount. The first time at one of the chests, I thought that if I removed more than the required number of a color, I would fail the puzzle (which was the causation of item #1 above once)

Back to the good: Each hero's abilities are very interesting and unique (although they do need some explaining, i.e. blue hero's "collect all cubes" sounds like it collects ALL cubes, not just blue ones...I was slightly bummed when only the blue went away). The upgrade system was good, even if it got a bit steep in the cost increase of upgrading.

Sorry, another improvement thought: On the upgrade screen, it would be nice to put a description with each ability space. You have descriptions on the spaces that reduce costs, which is good, but maybe after purchasing a ability, each further space of the same ability could say "increase (damage/heal/buff) by X." Would just make the aesthetics a little more pleasing and add to the mechanical flow of the system.

Ok, more good stuff: Having a shop is always a nice feature as it gives the player the option to purchase upgrades/items or to save up for the Dreams. Side note: I thought the dreams were a bit too pricey. I saved up for the Island first (cause having the 5th turn each time is essential) and I didn't bother with the Army or Attack increases as I already had high enough stats in those areas by the time I got the Island. Yes, you could buy from cheapest to most expensive, but I go the other way around

I also like how you can sell items back to the shop FOR THE SAME PRICE YOU BOUGHT IT FOR!! VERY GOOD IDEA!! I get annoyed with in-game shops where it's like "you bought this for 100 gold, but it somehow lost value even though you didn't use it at all! It's now worth only 10 gold. But don't worry, I will sell it right back to you if you want, for the low price of.....100 gold!"

All things considered, I was very impressed with the game and I think with a little tweaking and rearrangement, it could really shine. It already does works really, really well, just needs some polishing.

Great job!