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Reviews for "Trinitas"

eh, Tyler's Sentry Knight was better

This is a great time killer and a good start to a "tower defense" game however there are some minor things i noticed that could make the game play much better for either a patch or maybe even part 2.

1.) The skills don't exactly let you know what they are, you learn them as you use them. Would be good to know what they do before you use mana for a skill you might not even need to use.
2.) Mana cost for each skill is unknown. There are times where the cooldown is reset for the skill but I can not use the skill because I do not have the required mana amount. Spamming away at the key for it to hopefully work
3.) Bow upgrades. Yes they look cooler and cost a lot, but do they actually do anything different? Does not tell you if it does any special damage or increase any base skills.
4.) The Knights should be more forward. The bombers sometimes get very close and by the time the knight goes to attack they have already dropped the bomb and massive damage get done to the tower.

Besides those little points that I noticed the game is overall good and fun to play. Keep it up and try and make these changes for the next one.

This is the bar for all future defense shooters to go over. If future games don't have as stylish graphics, ease of play, and variety of powerups/bonuses, they're doomed.

While it is rather bare bones, with no overarching story or its forced linear gameplay, it looks good enough (really good!) and operates well enough that you won't stop playing because you get frustrated. But there also isn't enough to keep you going through all the levels across the three campaigns.

Not horrible, everything basically works from a control standpoint, but there's not really any strategy here. The enemy hitboxes are so large and stack on top of each other too quickly. I had to try to miss. Really the issue was that those hitboxes on the enemies' Y-axes are not rigged independently of the Y-axis on the field of play. This means that there's only aiming in a general direction: even if an enemy is "lower" on the playing field the shot will probably hit that enemy first. It takes away quite a bit of target prioritization decisions from the player. Basically they just shoot the closest thing. They rarely have a choice otherwise.

Spell cooldown is often too slow to make it reliable, when you need it to be reliable. Health and speed upgrades made much more the difference here than mana. Health was nice, but if you couldn't kill the enemy in the front of the line fast enough all the others would swarm and kill... even that was a tertiary upgrade priority after upgrading power and speed and the weapon. Become strong enough with the basic firing pattern and one could simply point the mouse in one of two directions and watch the game play itself.

I was thinking from the opening graphic that I'd be juggling three different characters at the same time, different firing types and patterns, swapping characters out if their spells and mana were all used up, with more enemy variety and bosses that had interesting unique attack patterns. That's the game I was hoping to play when I clicked on this. What you have here is functional, but is underwhelming compared even to other games of this type.

People here would like it much more if it had some real achivements.
But again, that would be just a way to force people to play until the end. The second and third campaings really wasnt interesting at all before you beat the first.