This was a hard review to make.
I really should give this a ten. I really should. This is my sort of game, meets me, talks to me, and is everything i wanted from a game in a long time. So on a personal note, it was really hard to put aside my personal love and focus on the game itself.
The graphics were very amazing. The complex sprite images and symbolism are very thorough and appealing, and the gamer almost immediately gets a feel for what the game is going to be like. The color transition through the game's progress is fairly well constructed, becoming more intense.
The music is an odd touch, adding to the already insane atmosphere provided by the visuals. None of the sounds seem too obscure, it changes frequently enough so that the player can be exposed fully to it without having to hear it too much.
The text is perspectively based. For people who don;t like this, it can be a turn off. But it was well executed, the timing and placement was logical, and even helping guide the player with the textual placing is a very nice touch.
The gameplay is where I unfortunately have to sigh. For the most part, very thorough and grand, and although a touch clunky, the player (at least, I) soon adapts to it as a fluid motion throughout a morphing background. The respawn cry is amazingly weird, and near the beginning I killed my character deliberatly to hear that awesome cry again. The clunkiness and precision of some of the jumps is downright annoying, and especially near the end dying and being sent back a five minute hike is incredibly taxing.
Amazing debut on Newgrounds, though.
Nice Style, Gameplay so so
I love the art style, and the sound. The game seems quite morbid, and it suits me fine. I like how the screen shakes when you shoot. Very solid feel to it.
The gameplay was a bit generic, but I understand each game has its own goals and focus.
Here are a few bugs/polish areas:
- when walking against a wall, the footsteps audio still plays, but the character doesn't move
- the snow in the background moves up when you jump. Consider making the snow position independent of the character position
- the lunging knife girl has a very large hitbox. Consider tightening the hitbox around the sword area
- certain transitions between screens are not smooth. Just a fast jump, or the screen teleports to new location. Consider adding some fade effect or something.
Decent game, but quickly becomes frustrating.
The controls for this game are horrible. Way too sensitive, & the character kept sliding when after jumps. So while the ideas for the game are good, the execution is just so-so.
Excellent story, clunky gameplay
Gyossait has a suitably horrific plot line that draws you into the game instantly. I found myself scrambling to read each in-game message I came across, desperate to find some sort of sanity to the living hell that is the game's various levels.
However, I frequently experienced frustrations in the game's horrible design. I died a lot more often than I would have, due to simple jumping mistakes and glitches that pushed my character just a little bit too forward.
The 'weapon' you receive later in the game hurts more often than it helps. There are only a small amount of power-ups each level, meaning if you die too often (which was usually the case thanks to the controls) you just had to deal with it, and some puzzles would immediately become harder and damn near impossible without the 'weapon'.
The concept is wonderful, and the plot is fairly well conceived. The programming? Practically half-assed.
PRETTY SCARY! But cool yet, the controls are great and graphics not that good but it's very good yet!