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Reviews for "The Epic Gang"

overall, the game's combat is pretty terrible. I can only attack in two directions, the enemies have no knockback frames, meaning they can easily wail on me as I wail on them, resulting in me taking way too much damage from a single enemy, and they have next to no indication of an attack, making dodging worthless (or more worthless, since, like attacking, you can only dodge in two directions), and because your attack is so slow, you end up taking tons of pointless damage because in order to avoid damage, you have to dodge in advance, which cancels your attack before the enemy can be hurt. also the overall controls are incredibly badly integrated. customized controls should affect everything, including the menus, and the default controls suck, not to mention how it has so much emphasis on a gamepad, when in reality more people will be playing with the keyboard, and it's not like they said it was built for the gamepad. also it looks as though the text and dialogue was made after going through google translate in 6 different languages. I think the game COULD be decent, but you need to get the basics fixed before anyone can have fun with it.

This game is not good at all. I played it for a good five minutes and I already hate it.
~Even if you change controls to your own custom controls, you still need to use the default controls for skipping cutscenes, continuing dialogue in cutscenes, and using the pause menu. Plus the tutorial still has default controls set up so it doesn't actually teach you much
~When you attack, you become stuck in an attack animation, meaning that enemies can wail on you from all directions while you can only fight them one side at a time
~There's no 3-D movement when it comes to attacking, just left and right so you kinda have to take some damage to be able to do anything since the AI have perfect hitbox detection while I had to make sure I was well-aligned or the AI would just step out of my attack radius.
~The two previous points make for a very clunky and difficult fighting mechanic, making the main idea of the game (battles) a chore.
~Flasks shouldn't be allowed to be used if your player doesn't need them. I kept forgetting the default keys and would waste flasks like crazy trying to find certain buttons
~That brings me to my next point: the default key setup is SUPER annoying. it's way too spread out and inconvenient, allowing enemies and traps to damage you while you try to reach for the correct keys
~Speaking of which, this game's reminders on how to interact with things (along with all the other reminders) favors people using the 360 gamepad by having the gampad's control icons larger and before the keyboard controls, which are much less noticeable. It's really bothersome because I honestly doubt most people are using the gamepad, so why make all those controls more noticeable? if anything, it should adapt (or have an option to change what's shown) based on what I'm using to play so I don't have to see both controls.

Overall, the game is just very hard to maneuver in and it isn't nearly as immersive as it could be.

The browser could not allocate enough memory for the WebGL content. If you are the developer of this content, try allocating less memory to your WebGL build in the WebGL player settings. (firefox)

I'm actually very upset right now because I spent over three hours playing the game, saved multiple times, and then closed the window to come back to it later only to find out it didn't save. I even started a new game to see if the save feature worked at all and saved at the first save point and when I loaded the game again, it still didn't save. I don't know why this is. Perhaps look into it? I'm using Google Chrome as a browser.

As for the game, it is good. The gameplay is engaging, the items you can collect encourages exploration, and the fairy that heals you is a nice upgrade for the player, but there are some problems.
- As others have pointed out, the English is bad. Next time, just ask someone to look over it for you. I'd gladly do so.
- You can still use the flasks even if you are at full health and have no ailments. I think you should disable it and have the game make a sound to alert the player that using it would be useless (I accidentally pressed the wrong button and used up a number of my flasks when I was at full health).
- Although you offer the option to change the controls, why not have multiple options for the controls? (have the default set up and have the keys z x c s be another option for controls). Also, even when you change the controls, you still need to use the default controls when interacting with puzzles and the pause menu. Why is that? Also, why can;t the player change the controls in the pause menu during the game?
- a map would be very appreciated because it is very easy to get lost or to forgot where something is (I had remember coming across a lock that needed the key of sorrow so I decided to go looking for it when I found the key and it took a long time to find it). Plus, it gets very tiring backtracking through monsters while your aimlessly trying to find something you already passed. Maybe have a map where it contains markers that show that a locked door and chest are in that area. You could also have it where an area isn't revealed on the map until a player moves through it.
- The enemy designs are good, but some of the enemies back away when you try to approach them to attack, which is very irritating (especially since the enemies can float off of the platforms out of reach) because it forces the player to bait the enemies more in land so they can attack).
- You don't offer any explanation of the what the ailments do to the player, like curse and inhibition. You might think its apparent, but having a clear explanation would also be nice, especially for the inhibition one (maybe an area in the menu?). an explanation for how exactly the fairy works would have been nice as well.
- often times, you leave little to no room for the player to fight. In a number of instances, this can be interesting and perhaps even fun and challenging, but when you corner a player in a room with a large number of enemies, this goes from fun to just annoying. You really need to strike a balance with this.
- Why is it that the environment does not affect the monsters at all? Why not have explosion hurt them when they can hurt the player?
- The second boss (the fire guys), this one seems a little unfair. You leave the player very little time to strike at the boss since they constantly try to pounce on you (since they rarely due so in sync with one another, trying to attack during this time will usually result in the player's death). I chose the berserker option at the beginning and basically focused a lot of power into attack, yet I still struggled to take them down because my attacks took away very little health. I'd suggest having it so detonating a bunch of bombs near them will hurt them. Otherwise, I don't know how to go about doing the battle.

Still, I want to say I enjoyed the game, but the fact that it didn't save really hurt me and I don't know if I want to go through the game again.

DarkenSoft responds:

We are sorry about that.
But it's strange because It works to us, you can try to update your browser or cancel the cookie.

It's our first attempt to create a game and we made a lot of mistakes.
Thank you for the feedback.

its really good but you lack an up n down combat often time id get attack from above that i cant hit.