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Reviews for "Sanguine 2"

Interesting looking game but the controls are so weird, it put me off after about 20min.

The controls are weird, but make sense when you start getting into the game. And it's super great that there is custom keybinding if you still don't like it. The mechanics are fun and interesting and secrets are fun to find. But I couldn't finish the game. The Castlevania-esque element of enemies mixed with platforming is great, but it goes from challenging to infuriating when you add in the slippery controls and substantial knockback. The end castle is insanely difficult and making any ground requires you walk in fully loaded and find checkpoints wherever you can. Single block jumps are hard enough to make due to the sliding, then you add 3 huge enemies that drop down like pachinko, and these enemies have a small singular weak point. It may have been a little frustrating. Several times I was knocked back by one into the others and without invincibility frames this killed me instantly. And after all that you go to single block platforming with an instant death drop. At that point I was done and couldn't play anymore.

tl;dr The game is fun and challenging, but the slippery controls make platforming frustrating and unenjoyable.

RayBeckham responds:

The nice thing about the "end castle" is that each area (after a door) has a high and low section, and you can pass between the two several times before the next door. So if an area is giving you trouble, you can back up, jump up or down and go into a section that is probably easier or at least different.

Knockback was added to this game because I thought it was an interesting way of adding skill. You have some control while you are getting thrown around, so the player needs to press away from the direction they got hit... if they keep holding the direction they get hit, they're going to probably get hit a second time.

But some things do combo you to death. You can play my game and never get hit by anything if you git gud. Don't get hit. Especially don't get hit when standing next to a wall, be mindful of your surroundings.

I always thought the jump on level 8-1 of the original Super Mario Bros was hard. You get to this point where you require full speed to hit the 1 block column and immediately jump. SMB doesn't have jump buffering and the gravity is significantly higher than in my game, so trying to mash the jump just right requires exact timing. If you slow down during your jump to stick the landing, you won't have enough momentum to clear the other side and you'll die. Brutal.

Of course, in my game, you don't have to have full momentum or anything. There is a 1/4th second jump buffer, so if you press jump slightly early you'll still jump. If you miss, holding the jump button down means you'll automatically grab the ledge, providing you don't panic and forget how to video game. And I believe in every instance where you have to jump on a single column, you also have the option of using the chain to just cheat on over it anyway.

I thought bouncing off objects with the axe and using the chain across diagonal ceilings was harder. Live and learn I guess.

Its a good game.
but, im stuck in the word puzzle, im mexican so i have no idea what you want me to write

Needs an opening screen saying "Not for pussies who whine about controls instead of gittin' gud".

After that weird bug that kinda jacked up my first save file I came back and started over again, and it was definitely worth it. Platforming was a challenge, and a legitimate challenge IMO. There were also enough parts where stopping to think and come up with a good strategy was key, and an ever increasing amount of secrets to find as the game progressed, that it made the game a well rounded package and not simply a pure action platformer. I'd put this game up there with the likes of Phoenotopia and am really disappointed that people even at Newgrounds are rating it low just because it feels floaty. (Are we starting to turn into the babies at "Klickers/idles Only, Not Games" who expect games to practically beat themselves for them?) I guess if you ever decide to try to make a game that caters to everyone then the lesson is that you need option toggles for "turn off horizontal momentum", "make chain twice as long", "make chain deploy instantly", "give player a bazooka", and "make game beat itself while player is off at school". Maybe that'll make you a rich and happy programmer instead of, well, whatever that was.

Now this is my jam, this is exactly what i love about platformers! The only bad thing i found is on the "floaty" controls. Other than that a really awesome game great job!