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Reviews for "Alder's Blood: Prologue"

Appears to be a fairly well made strategy RPG game but takes a long time to load. Interesting but not much content given the lengthy load time. Best of luck on your future release.

NoGravityGames responds:

Sorry for the load time. We tried to slim-it-down as much as we could. But Unity Engine sure is a hog when it comes down to 2d games. Any further 'packing' would make quality suffer :(
That being said - thx Fuzzy! :D

Its been a while since I posted anything on Newgrounds.
I sure missed this place :)

This is far from anything bad, I quite liked it really! SRPGs are far too rare, and it's nice to see another one that seems to care about the individual units, fire emblem style. But a few issues kept me from really enjoying it that much:
-The mechanics are not explained at all. Though I came to understand them through trial and error, this game has several unique and interesting mechanics that are not very intuitive upon first playing the game. Stamina, combat and the turn system are not explained at all, which lead to a frustrating and avoidable death in the first level.
-The character Talk-sprites are far too limited, especially for our main character. I'm not asking for unique talk-sprites every convro or anything, but more then one with one emotion would have been most appreciated.
-The second level is extremely poorly designed. There is no way to not get seen by the screecher unless you rush over to the grass on the first turn, which breaks the logic you would use upon first playthrough of trying to conserve stamina, and it only gets more frustrating from there. Trying to get through the whole bit in one turn, while easily possible, made it so the enemies near the required square to step on were in the wrong place, and made it so that square was in territory that made me get spotted and die again, so I had to wait for enemies I wasn't supposed to know were there to move properly before I could progress. (I will note I did like how you could Melee down the first screecher outside of hearing range of the first wolfman, that was a neat touch and a good way to teach about hearing range)
-The Floater's range seemed to be entirely random. The first one seemingly wouldn't spot a barn door in front of their face, but the second one could spot me from farther away then any of the wolfmen or screechers. Since they have hoods on their faces completely shrouding eyes in darkness, I assume they're meant to be ether blind or close to it?
-The game is not clear when a path your on will cause you to be spotted by a visable enemy and I got caught several times because one of the squares it autopathed through was visable to an enemy.
-The way the Fog of war works now means it's better to just move a character up one space at a time rather then move a decent number of spaces, because it seems like the monsters can have a longer vision range then you, rather then the other way around. I'd recommend learning from Xcom 2 in this respect.
-Dialogue felt a bit stilted in places, and it seemed the story was moving a bit too fast, felt like we missed a level or two of story, and I just couldn't care about Able or Beth's deaths because they were introduced dead.
-The prologue stops too early to really get me invested in the story or characters, and though the game-play is promising, I only stuck around long as I did because I'm an SRPG fanatic, as it stops before the gameplay gets deep enough to interest most.

As I said, this looks to be a good game, but the flaws are major and must be addressed. I'll be watching this project.

maybe its my laptop, but the loading screen takes minutes for me. both when loading the game and when starting the campaign.

for some reason, the games doesn't start.

I was really expecting a compelling game play after looking at the neatly designed menu screen but every time i start a new game it keeps blacking out after the loading screen which leaves me to refresh the page but then it says my browser doesn't support WebGL even though i'm using Firefox and yes i have checked if WebGL was disabled but it wasn't.