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Blocked 5 Points

Deflect 100 bullets

Conquer Chaos 5 Points

Complete Level 1

Deflected 5 Points

Deflect 250 bullets

Skeleton Slayer 5 Points

Defeat the 250th enemy

Survivor 5 Points

Obtain 1000 score

The Tormentor 5 Points

Defeat the Level 1 boss

Warrior 5 Points

Obtain 7500 score

Wraith Wrecker 5 Points

Defeat the 100th enemy

Chain Trident 0 Points

Defeat the Level 3 boss

Champion 10 Points

Obtain 20000 score

Extinguish the Flame 10 Points

Complete Level 2

Firewall 10 Points

Defeat the Level 2 boss

Intercepted 10 Points

Deflect 500 bullets

Ionized 0 Points

Complete Level 3

Spectre Smiter 10 Points

Defeat the 500th enemy

Ascend Beyond Gravity 0 Points

Complete Level 5

Don't Look Down 0 Points

Complete Level 4

Falling Stars 0 Points

Defeat the Level 5 boss

Thunderous Assault 0 Points

Defeat the Level 4 boss

Annihilation 0 Points

Defeat the Final Boss

Secret Medal ????? Points

Unlock this medal to learn its secrets!

Secret Medal ????? Points

Unlock this medal to learn its secrets!

Secret Medal ????? Points

Unlock this medal to learn its secrets!

Secret Medal ????? Points

Unlock this medal to learn its secrets!

Author Comments

Latest Update: Version 0.2
- Added Medals (score medals are not active in practice minigames)
- Added a new game mode, Normal mode, which saves checkpoints between games
- Changed the previous game mode, which deleted checkpoints after losing, to be called Arcade mode
- Recreated the Home screen music
- Changed the Level 3 boss music to loop past the intro so it doesn't play more than once
- Changed the pause menu to state that score will be lost on exiting instead of progress
- Fixed a bug where the sound effect for pressing Start can be played again after the animation plays
- Fixed a bug that displayed text for gaining a life during practice minigames

If you notice a medal that you should have unlocked but didn't, please inform me. It might be a bug.

Known Bugs
- The Enter key in WASD Controls may not work correctly on Flash. If so, use L instead.
- The player can stand on enemies, and will take damage because you are in contact with an enemy.
- If the collision box for a player attack is in a doorway (the glaive swing animation), it counts as the player being in the doorway, and will go to the next scene when the down control is pressed while the animation is playing.
- When a boss spawns, the game may freeze for a brief moment to load the boss, especially while loading the Level 3 Boss and the Final Boss.
- The Level 3 checkpoint may not be working correctly.
- The medals for gaining score, defeating enemies, and deflecting bullets are unintentionally obtainable in the practice minigames.

How to Play (control schemes can be changed in the Settings menu)

WASD Controls:
W, A, S, D = Navigate the menu screen and move the player. Press S in doorways to go to the next room.
Enter or L = Attack/Select
Space or W = Jump
Back = Exit
Esc = Pause

Arrow Key Controls:
Arrow keys = Navigate the menu screen and move the player. Press the Down arrow key in doorways to go to the next room.
Z = Attack/Select
Up arrow key = Jump
Back = Exit
Esc = Pause

This is Darkhouse v0.2, and probably has several bugs. If you find one, use #DarkhouseBug on Twitter to report it, or @ me on Twitter @Immenint_Death. I will do what I can to fix it.

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the checkpoints are pretty ridiculous and i think the level 3 checkpoint doesent work

I like the set-up, the controls for the main character and his design, but the levels, audio, enemies and environments are just really bland and lacking. Spastic enemies running at you, shooting at you, and generic platforming. The first section is nothing but grey and the many layers of bricks make it unclear what I'm looking at. As the images of later sections show, I can see colour themes for each section, but you can incorporate different patterns, colour variations, and ease up on detail everywhere. A promising start, here.

Okay. This fucking sucks. One, controls bad. Two, too frequent bullet shooting by enemies. Three, where the fuck are checkpoints. If I die and have to start from the beginning, why not shut down the game and start again with three lives? Four, fuck the controls and fuck whoever thought this control scheme was good. Seriously. Five, don't put the game-in-progress and worse, add medals to it. Six, why are the bullets going through wall? Seven, the color scheme of level 2 is idiotic, because you can't see the enemies and the bullets from the background. Eight, the soundtrack is fucking great, I have to admit it. Nine, the game is basically boring attack spamfest with not much else to do. Ten, I fell into lava in level 2 and thought "fuck this boring as shit game, not going to bother to replay the whole fucking tedious level again, it's not worth it". I will probably add more complaints after a while, so don't worry, this is review 0.2, I will fix some bugs LATER, add some shitty controls and force you to read it. Have fun reading this review as much as I had fun playing your game.

ImminentDeath responds:

I can't tell if you're being serious or not. I do appreciate you took the time to play the game and write this review. You make some good points. But I don't want to force anyone to play Darkhouse or to read anything I write. So you're not obliged to read this, either.

I guess I should have clarified that I've never made a game before, and I have no idea what I'm doing. The game is incomplete because I'm trying to fix my mistakes and make a good game. I just don't have the skill yet. That being said, I still intend Darkhouse to be very difficult, and it should be challenging to clear a level and find a checkpoint.

There are 11 checkpoints total, one before each level and one before each boss. They will heal you, and if you're playing Normal mode, they'll start you back there even after a game over, so you won't lose progress. If you're playing Arcade mode, you start at Level 1 after every game over.

I've gotten comments about the controls before, that they were pretty bad, and I agree. That's why I added another scheme that can be toggled in the Settings menu, and a couple alternate buttons. There was also suggestions for custom controls, but I haven't figured out how to do that yet.

The bullets that enemies shoot are on a timer, and they will fire every couple of seconds or so, depending on the level. That's part of the challenge. And you do have to be careful of bullets that go through walls, but not all of them do. The bones that skeletons throw despawn when hitting the wall or floor.

The color scheme is actually a very good point. I probably should update the graphics to make things easier to see, while still trying to match the theme. I had that problem before with Level 5.

This game isn't for everyone, and I respect your opinion about it. If you don't enjoy it, don't play it. Darkhouse is very tedious and timing-based, but it should feel rewarding to those who take the time to develop that skill. That's my intention, at least. And I'm glad you at least enjoyed the soundtrack.

the checkpoint between each sector is too far, if you accidentally die you have to start it over.
there should be a checkpoint for each 3-4 rooms and checkpoint + HP recover at the checkpoint before boss room.

the controlling is fine, you can clear this game easily if you play safe and play slow, but it is just less fun if you doing that.

I like it. I think you put more work into this than the user can see at first glance.

Nova's hilarious review notwithstanding, I'm not sure why people are struggling with the controls, unless I was lucky enough to find a newer version. If the earlier version didn't have W as a Jump key, I can see why people struggled. You'll find people who hate WASD, but you'll also find people who hate the arrow keys, so best bet is to offer both control schemes. Even better, allow the user to map keys.

For the first 11 rooms, the gameplay is very tight. I don't find it unforgiving at all. Part of the reason I think this is a good game is because I legitimately improved every time I played, simply by practicing. Some of the platformers that go up on Newgrounds feel like a crap shoot. Darkhouse doesn't feature cheap deaths, unfair jumps, or wonky character control.

The gameplay is really all about timing, and I think you've given us everything we need to succeed.

-You can essentially swing the weapon rapid fire, and it does sometimes hit monsters and projectiles behind you, so it's possible to build up a ring of defense in a tough situation.
-There's a wonderful knock-back effect where you hit monsters, which allows you to juggle more than one at once, or dodge an incoming projectile while fighting. It's all about timing.
-Maybe some people haven't realized this, but you can block enemy bullets with your sword. In addition, you can also interrupt the floating enemies' projectile attack when you hit them.
-No time limit, which means you can traverse rooms at your leisure.

All in all, a little patience and timing can get you through the first 11 rooms without a nick. I think you put a lot of thought and effort into how the character interacts with enemies and how the enemies behave. Still, the game keeps you on your toes. You have to be careful. You have to be quick.

I've gotten to the boss in 11, but I haven't beaten him, so I can't say what comes after. I trust you know what you're doing, though.

Also, the visuals are very good. The graphics are minimal, but the environments and monster designs create a nice eerie mood.

ImminentDeath responds:

This review is amazing. You've not only taken the time to understand the mechanics of the game, how they work, and what tricks there are to playing, you've also taken the time to describe them in detail for everyone else to read and learn from. That's awesome!

Your weapon is certainly a rapid fire weapon if you can get into the rhythm of how fast it swings. I don't recommend simply spamming the attack button, instead you should try to time out your attacks, just like you said.

A ring of defense is a great strategy, but it's important to be mindful of it's weaknesses. You can hit enemies from behind, but there's a narrow window between animations where they could slip through. You're also vulnerable directly behind you (and below you if you're on the ground) from enemy projectiles.

You did come across a newer version of the game. Update 0.0.1 features more control options, because I'm weird and I tested the whole game with WASD, enter as attack, and space as jump. Now there are a couple alternate keys and an arrow key configuration.

You've done a great job learning the game and passing the first 11 rooms. I'll give you a couple tips on how to fight the first boss. If you can get into the rhythm, you can stand a certain distance away from him when he dashes towards you, hit him, and then move away. With practice, you can do this without taking damage. You can also "parry" his projectile attack by attacking it at the exact right moment, and take no damage, but you probably shouldn't do this while he's flying.

After the first boss is defeated, there's another checkpoint, and from there it's the same format as before (11 rooms, locked room in the middle, boss at the end) with essentially the same enemies, except that it's significantly more difficult the farther you get. Good luck!

Credits & Info

3.28 / 5.00

Jun 4, 2019
6:17 PM EDT
Action - Platformer - Other
  • Daily 4th Place June 6, 2019