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Reviews for "Slasher Click"

This is alright, runs on my mobile pretty well. The mechanic of slowing to a crawl inside an enemy's feild is pain. Bosses are way harder from that alone. And misclicks are easy to happen. I would sandstorm an enemy to stay outside its range and slash, but clicking attack too much caused my character to just go further back into the feild and take a bunch of damage, or sometimes I'd run across the screen for no reason.
Also, after beating a good chunk of the game, I kept wishing I could skip the early encounters, as I made my way back to a place of death or to head back to a town, they'd just chip damage me and I'd need to use up a potion that I'd rather have saved for the boss that I died to/ was heading back to.

that said, still 9/10

Kwing responds:

The reason the player moves slowly in an enemy's field of view is that it becomes very easy to dodge attacks and rush past enemies with little to no risk. In the early versions of the game the player actually moved slowly ALL the time, so adding a faster movement option was something I did later on to make movement outside of combat less tedious.

I have mixed feelings about the respawning enemies. Part of me gets that they can be annoying, but part of me also feels like this enforces tighter resource management; if enemies stayed dead, it would be easy to cheese a section of the game by chipping away at a few enemies at a time. I'm not against adopting a Dark Souls-like system where enemies stay dead but respawn when you hit a checkpoint, but I would probably counterbalance that with more difficult enemy encounters.

casually phases through walls 10/10 love it

also i have high wisdom it is super broken and fun

Kwing responds:

High wisdom + Rage is Shin's favorite strategy, I personally go for a spread of strength/wisdom for a normal playthrough and dump all my points into luck if I'm speedrunning.

Yeah, this wasn't for me. I've played a lot of RPGs that were much more fun. This was just seemed too repetitive. I wanted an actual playing field. The designs weren't very creative. I was at least motivated to go on.

I had no idea we'd get so many of these submissions for Flash Forward 2023! It's like Flash never left. You need a more interesting environment. I thought it would be like a slasher movie. It was at least an okay setup.

Kwing responds:

I don't really understand what you're saying. It's visually repetitive? The gameplay is repetitive? The visual designs are uncreative? The game design is uncreative? What does an "actual playing field" mean?

No matter what spot you enter the next area at you always appear at the same spot so there are times when you get placed right on top of an enemy. 2. Many times when you enter a new area the fucker starts walking across the screen without you ever clicking on anything which triggers the enemies to start getting cheap chump hits in. 3. Fighting bosses is fucking annoying because as your clicking on the boss the fucker slowly takes steps towards it till he's standing right on top of the fucking thing and now you no longer can tell how much health the fucker has left so that you can heal them. 4. If you click on a spot to go to and the player hits a wall they get stuck start bouncing off of the wall or their walking slows down really slow.

Kwing responds:

1. Enemies jumping you is an intended feature, although if multiple people complain about this I could choose not to do it in a sequel.

2. I think this is because of the click and drag controls I added late into development as per a suggestion I got. I'll look into fixing this, it should be a simple fix.

3. A separate health bar for boss encounters sounds like a good idea, I'll look into this.

4. Never noticed this issue unless you're really trying to scrape up against the wall intentionally. Not really compelled to fix this one tbh

awesome, would like to see what a sequel would be.
an issue with the 'got gold and xp' bar is that it covers up the menu button, and death is super abrupt, It takes a sec for me to realize what happened

works on mobile
hope to see more flash stuff from you, its good

Kwing responds:

Shin and I have talked about the possibility of an expansion with double the areas, enemies, and skills (including knockback and AoE attacks.)

The notification at the top can be dismissed early by clicking on it, so if you need to access the menu immediately after it pops up you still can.