00:00
00:00
Newgrounds Background Image Theme

YvesKirio just joined the crew!

We need you on the team, too.

Support Newgrounds and get tons of perks for just $2.99!

Create a Free Account and then..

Become a Supporter!

Reviews for "Flavouride"

This game is a mixed bag for me. The slide and jump mechanic is legitimately insane and I think it's easily the best part of this game by far. I love games that have cool momentum based tricks since it always feels rewarding to pull off. It has so much potential even if it's difficult to figure out at first.

Unfortunately, this game is almost too difficult for its own good. Getting the key pieces are intensely challenging, especially if you're just starting out. I was stuck on getting two of the three key pieces on Level 1 for like 20 minutes. They almost feel like something you'd get as a bonus for exploring the level rather than actually being something needed to progress.

Not only that, but I'm really not a fan of how flying works in this game. More often than not, it feels like it's just based off random chance. On the first boss, it actually lead to me dying because I couldn't get down when I needed to. The flying just feels unnecessary, and either should have been removed or made simpler to do.

One more thing to add, I'm on Firefox and I don't seem to be having any of the framerate issues you're mentioning in the description. Have other players noted this issue or is this just on your end?

HealliesGames responds:

Levels were structured to have verticality and multiple ways to reach a key piece. If collecting keys was optional, it pratically would become a boss rush.

Fly happens after hit + jump. It was made to give inertia moment for the next attack (and for some level sections). But I agree there's no way to undo it: I'm going to add DOWN key for that.

About lag, nobody seems complaining. Maybe it is just my obsolete PC which can't take it anymore.

Thank you for the feedback!

The movement feels really cool, especially chaining jumps and dashes back to back off enemies. I enjoyed the trial-and-error in learning a route through the stages. I really liked this!

loved it

*Here's a hint for those struggling with the controls.*
The game AUTOMATICALLY turns you around when you jump during, or at the end of, your dash. Meaning, if you're trying to use the arrow keys to manually do this, you're overcomplicating how this works. Just 2 buttons, Jump / Dash / Jump / Dash and you can rise to the heavens! Once you realize the game does this hard part for you, it gets substantially less frustrating.

Also keep in mind, after you strike an enemy your jump and dash reset. As long as there are enemies around you can reach, you could go on forever.

I like how the game controls are a unique mechanic and as you progress through the levels, the game introduces just 1 or 2 new ways to ways to utilize your combo in scaling difficulty. This is really great-design practice to how to keep players immersed in your game, without getting too bored because of repetition.

I couldn't get to a menu through ESC or ENTER or any other key without resetting. Maybe there's a way, but it's not obvious, and it's not the standard. I think you should be able to have a pause based menu for any game, particularly casual games. Also, "R" didn't reset, which doesn't hurt your star rating, just a suggestion in a game where there aren't any way to restore your HP until you reach a boss room. There's a couple levels where one of the starting mechanics was a bit tricky and would cost me a health point, and I want to go ahead and reset, but had to reload the entire webpage, instead of just doing it in a menu or hotkey.

There are a couple places where you're blindly dropping into unknown areas into certain death. *snails* Which the game actually sits there on the screen for just the perfect amount of time to rethink your life choices, BUT your body is gone, so you don't get a good feel for exactly how much timing you need to tweak or how much further or less you need to jump.

So, if you were build more on this current game, I think you use your current first level and go higher. For example, when you do the first level, there is currently a ceiling. Maybe after beating the final normal level, that ceiling is unlocked and there's access to a new world from there. You could put a hint on the final normal level that they should check out the first level and try for new heights, or something.

Great game, right in time for pixel day. And as pixel day passes, maybe see if you can build more on this concept. It just needs a couple more levels and a some minor interface tweaks to be 5 star for me. Keep it up!

HealliesGames responds:

Glad someone understood controls, maybe I could have explained them better with a text screen.
I didn't want overwhelm the game with readings.

Thank you for ideas, I liked all of them; not sure if I'm going to expand the game, though.

Surely I'm going to add a menu for quit and restart as soon as possible, because is really annoying die or reload the page to just goto menu.

The game is a bit difficult to pick up. It can be incredibly frustrating when you're first learning how to use your jumps and kicks well, especially when other elements are later introduced. But it feels so incredibly satisfying when you actually pull it off.

Seriously a blast to play and feels really good once you get the hang of things, but the early experience was a bit too frustrating to give it full stars.