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Reviews for "Arizona Joe"

I finally finshed this game years later lol
So glad you added more worlds too it
there a couple points i was liek how do i get ther...the water an lilly pads.
but that made it a little harder which was good.

It's like Indiana Joe but... wait, he wasn't even a Joe! Either way, this was a pretty fun adventure game, simple, strategical, not too difficult either. Looks good!

-cd-

A fun and interesting game here some good style of a game here I like this you did good with this one

~X~

Not bad, but short and pretty easy

And the control setup is awkward

why would u use j???? that is really weird dude you should probably consider switching to z and x or maybe shift and z... as it is i have to place my hands in a strange position to operate the game

Stairs were oversensitive and i often lost progress simply due to the lack of wiggle room in small levels where i'd accidentally run into the stairs or door. think about having the player press a key to access them (e, maybe)
it was unclear what the upgrades did or if they even did anything.
im not sure what the point of having a counter for your bombs was, because i never ran out and it seemed like the only restriction was how many you could place at once
the first level with crypts needs a fence or for the trees to be closer together or at least modified in some way. the trees clearly leave enough space in between them for the player to walk through but it seems like you just used an invisible wall and it's frustrating to be backed into a corner unexpectedly in this sort of game, especially with the checkpoint so far away on a level as big as this
overall collision was a bit fishy, and i would get stuck on corners and various objects that should not logically impede movement, so you should probably shrink your hitboxes or round off corners to avoid problems with getting hit by your own bombs or backed into corners too easily when the player runs into these hurdles

baneguin responds:

Hey MLScherbatov, thanks for all the great feedback! We acted on most of your suggestions (all were very awesome). On the dev branch you press c to travel through doors, stairs etc.

About the control setup, I totally agree. I'm not familiar with flash game standards, so bear with me. I changed it to use arrow keys for movement, z for bombs, x for pickup/throw, and c to travel with space/tab remaining the same. Let us know if that's better for you.

Let me explain the bomb counter, because this has been an issue even with our in-person play testers. This is the number of bombs you can have active at any one time. I understand this isn't obvious, nor necessarily relevant to be successful in the game. There's nothing much we can do about it except maybe decrease the beginning bomb count and offer more upgrades as the game goes on.

Concerning the crypt, I agree that the tree collision feels pretty fishy, that's why we fixed it up.

We have had some troubles with the hitbox (especially when fitting into a one tile space). That's why I adjusted it to be smaller, and to be centered at the character's foot.

U da man with all this great feedback.