00:00
00:00
Newgrounds Background Image Theme

4DottorTette7 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 "Perdition"

I like how instead of "Evil and Good" on your shoulder, it's God and God riddling you.

Though one God offers your broken memory, and the other offers a normal life (or kills you due to the plague of difference)

Though, i don't like how the story in the beginning was prolonged. Respawning/Obtaining the blade took way too long. Neither did the actual beginning. Personally, it took away from the "Escape" atmosphere.
Nice story mixed with platform of deep descent.

I liked this a lot. At first, it seemed rather obvious that Gomadi (anagram of I AM GOD) was the bad guy and Tanas (anagram of SATAN) was the good guy. However, as I continued, I realized that they were doing just as many terrible things. Gomadi has his red-haloed executioners and robot spiders killing whoever he tells them to, which you think is the evil to which Tanas refers, but eventually Tanas gives you a gun that runs on suffering, and tells you to kills as many people as you like to charge it, and introduces you to his free-thinking all-girls club cadre who presumably run a resistance movement against Gomadi through the same exact means as the executioners. It turns out that Gomadi's evil is reducing the androids to slaves, while Tanas' is giving them the power of thought. It is a question of which is worse, and slaying the lesser evil. Ultimately, however, Gomadi and Tanas are beings of equal evil, both disregarding the slave-like androids and commanding their own elites of free-thinkers to incur further subjugation. Philosophically fascinating.

I would like to say the gameplay was as such, but it wasn't quite up to snuff. Certain boards were so large it was unclear what to do, especially the tower, which has two identical paths up, just reversed. Without a halo or weapon, it is crushingly difficult to pass the executioners, not so much the spiders, except for when I was dropping onto a platform with one, in which case it was more difficult to control.

An interesting artistic style, though a bit dark and occasionally difficult to see where platforms begin and end. The brightest colours were reserved for plot-scenery only, and enemies, but not the rest of the items you could interact with. For instance, the gun and sword could also be bright, android colours. As for the blandness of the music, I understand that it is harder to compose a score without an entire symphony and years of musical background, but I think it could still be better than this. But it's okay.

Still a great experience, despite the many flaws, showing that what worked really worked and what didn't work wasn't bad.

good basic jump platformer. nice pixel graphics and effects. love the use of velocity jumps,tight jumps,soft collide platforms(jump through them to land on top). clearly been made with high oldschool standards. good dark theme. nice

Interesting game with some good ideas and ambitious story. My three major criterions in any game analysis are the extent to which game utilizes its gameplay mechanics, how this mechanics interact with the story and artistic style to produce an integral aesthetic experience of a game, and how fun and interesting this experience is to me.
As to game mechanics, I think that some of them could have been improved to create more seamless gameplay. For example, actual platformer mechanics in this platformer game are, in my opinion, somewhat rough and bumpy: the heroine is too tall (or the ceilings are to low), so at many points when jumping over a pit was required her head was the cause of frustrating death on the spikes. Also squatting, crawling or other ways of interactions with environment would have add more variety and depth to the gameplay experience. However, game achievements, in my opinion, work really well, serving as a supplementary motivation source for search for new ways to complete the game.
Visual and sound design are impressive, the atmosphere of rust and decay is conveyed very well. But since visual undertones, contrasts and details are quite few, these two major visual themes pall somewhere in the middle of the walkthrough. The story though is not devoid of satisfying sense of horrifying mystery and is narrated in a very seamless and creative way.
Overall, with all the positive aspects mentioned above, I think this game's major drawback is lack of undertones and variety - both gameplay-wise and visual style/story-wise.

Great game, a little recurring but smart story and kinda dark. Its good that it is short so you don't get bored. I am really curious to see all endings :)