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Reviews for "Hour of the Wolf"

Solid little castlevania-esque game! Felt really neat all-around: good amount of levels with varied design, good amount of variation in enemies and some neat boss battles. Fun presentation as well with the funny story and cool 'fade-in' for the graphics. There were a few confusing aspects I found: one, I thought that the art assets kinda worked against themselves sometimes as you've got so many themes going, you've got the 3d parallax backgrounds, you've got the basic 2d gameboy-esque sprites, and then you've got these weird particle-effecty rotoscoped smoke effects for stuff like the dash and slash, it just kinda looked a bit odd (though pretty neat). Another thing was the hit feedback: when I initially slashed at an enemy I thought I was getting hit because the screen shook and the enemy didn't flash or react in any way; then when I got hit I was surprised because the screen didn't react in any way: I dunno, just felt the player/enemy feedback was reversed? Finally, I really wish the main character had more animation to it for the slash: would love to see a frame of animation for winding up and another frame for leaning forward to slash. Anyway, still, solid game!

Very fun and beautiful game. Perfect to play on this special day. Happy Halloween!

I just got a perfect run! An amazing challenge.

This is like castlevania

Good game but there's SEVERE lag in full screen. My browser (chrome) practically locked up.

Cool game, gets quite hard in the end. I found the controls and traversal very satisfying with the sped up second jump. Great visuals too, I was really taken by the environments. I've liked all the characters, the main two are sweet, and the enemies are very fitting for the season and the genre. The dash ability feels amazing.

The boss progression felt great and was the highlight for me. It's mostly fun going through the levels, but they could use a bit more work, they often felt a bit too trivial to beat when there wasn't deliberately unfair castlevania-style difficulty at play.

I particularly enjoyed the winding tunnel in the black and red area my first time through, because even though it frustratingly constrained movement, it made me have to use my toolkit creatively. It's an extreme example, but more areas with challenges that can't be beaten just by mashing attack would have been really nice.

The green-orange corridor before the bat boss is also a good example. You can absolutely get knocked into a pit and die, but you can still go through it quickly and efficiently if you do the right moves at the right time. It's punishing and demands you pay attention, but not unfair.

Nice work!