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Reviews for "Becloudead - Christmas Special"

its good but i have a problem,the checkpoints doesn't work some times,but evericing is good sorry for my english,i'm germany.

HeadbanGames responds:

We had a bug with reloading when dying from fall damage, we published a fix for that a few hours ago.

Checkpoints don't work sometimes. Having critical health is a guaranteed death in some spots since you can't make certain jumps and just fall and die instead. Prince of Persia movement isn't very fun. Cool game though.

HeadbanGames responds:

Hi, thanks for the feedback and bug report!
You were right, savings were not loaded if you died from fall damage, it is fixed now.
I added more leeway to jumping when in critical health.

This game definitely needs some work. I made the bad decision of originally starting this game on normal, which is a fucking nightmare, since like 3 hits from anything will kill you and restart the entire game. The combat is pretty unfun overall, especially if you choose to cheese it and just crouch-slash everything. The parkour mechanics are kind of buggy, too, as jumping between walls would sometimes just do nothing and have me fall to my death. Enemy types are also just a nuisance and not fun to fight, like the gnomes, bats, and usually the wolves. I may run through this game again later, but these first couple of playthroughs have been pretty tedious.

HeadbanGames responds:

Hi, thanks for the feedback!

Like we mention in the game and description, this is built on an early alpha, so there might be some bugs and lack of polish, but we are constantly working on it and uploading updates every few days!

The special has 3 saving spots, when you finish section 1 (combos tutorial) it saves automatically and there are 2 checkpoints at the end of section 3 and section 8.
The checkpoints also increase your max HP by 30 and there are plenty of health pickups laying around.
The whole special takes about 10 minutes to beat, I think that's fair enough.
We are not aiming on making an easy game, we want it hard, but fair.

The full game will have a broader adjusting/learning period with less action packed sections off the bat, so you'll have more time to git gud.
In the meantime, I can suggest having a look at the strategy guide I started writing, if you want to git gud faster.
http://headbangames.com/downbelow

You might be right about the crouching attack, initially you couldn't rapid attack when crouching, you had to wait for the animation to finish before you could trigger another one, this made it much harder to attack crawling/low enemies. So I moved the threshold to a few frames before the animation ends, I probably went too low here to be generous, I moved the threshold another frame further, but this will be further tested and balanced throughout the development.
I also reduced the throwback a crouch attack does, so it still works as it should against low enemies, but standing enemies will reach you faster now, which makes it less ideal to use against them.
I uploaded the update, version 0.5.3.3a

I couldn't reproduce and never experienced or got a report about the wall jumping issue you are experiencing.
I'm not sure if it's a bug or something else, but I wrote it down and I'll try recreating it.

The Grinch throwing gnomes at you is supposed to get on your nerves, that's the whole essence of the Grinch :)
P.S. He only appears on sections 3-5, so you don't have to deal with it through the whole game.

Bats are easier to take down with the crowbar (see strategy guide)

The dingoes also have a strategy to handle them, just read the guide :)

Hmm, it's certainly an interesting game with a lot of stuff to it, but at the moment, I'm not sure if it's gelling together as much as it should. I really like the whole Price of Persia-esque movement with momentum and such, but its a bit frustrating to deal with for combat (especially since its quite glitchy, in that, for example, you can instantly cancel your run with an attack, but if you stop your run and then try to attack, you can't as you have to wait for your slide animation to complete). Combat was a bit frustrating as well in that it felt like you just couldn't avoid damage at times: crouch swiping at dogs or swinging at zombies sometimes wouldn't knock them back enough to stop their approach, causing me to just eat damage. Don't get me wrong, it did feel kinda good to try and get better at fighting, distancing myself appropriately, using rolls, strategizing and so on, but I just wasn't sure if maybe such a movement system should remain for a more slower, puzzle-based game instead of trying to fit in this action game. Also, I wasn't sure how to proceed sometimes with these fog gates blocking the way: I think it required to kill all the zombies, but I wasn't sure if or why wolves and other enemies were exempt from this. It's definitely pretty rough at the moment with some systems causing frustration, but I am intrigued and want to see more as this develops: hope you can iron everything out to get something nice going!

so gore like brutal doom hoppity poppity your game is now on steam