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Rogue In Hell

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Author Comments

Development of Rogue In Hell is currently paused. Smaller projects are being worked on and after those are done my mind will be refreshed and I can happily return to it :)


Game Trailer : https://www.youtube.com/watch?v=1SFBCHPLzA0


As of Version 0.2.4, the resolution has been fixed so you can fully see the map :)


PLEASE NOTE: This game is at its earliest stages. You will most positively find a bug or two. I uploaded the game this early to get bug reports and feedback. Please leave a comment if you encounter a bug or have a suggestion. If you help me now, I can finish the game faster and make it the best it could be. Oh, and also, THE CHARACTER IS A MALE. This is my first game I've ever got as far as uploading.

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Please change the shoot button. For instance making the shoot button mouse1 would be really helpful.

TheNormalNoob responds:

I cannot change the shoot button to any sort of mouse-insert. The way the shooting system works is difficult to import it to newgrounds, trust me you don’t want the shooting problem again. I can change the button to a request until I add in a potential option to choose your key, but the mouse is out of the subject. Are there any other flaws?

An alright game but it needs some improvements,

Try to change the shoot button from e, since it's kinda awkward with shooting e with the wasd keys as your movement. I would recommend left click as a better alternative

Make the shooting feel less slow as it kinda ruins the feeling of a run and gun if you have to wait to shoot another bullet to the skeletons.

Other than that, it's an ok first level and I could see improvement with this, I hope you do in the future.

TheNormalNoob responds:

Thank you for the feedback. As you know the game is in its very early stages and is nowhere near to release. Most things will be nerfed/buffed/optimized. I understand how awkward the E button shoot is, I cannot make it click to shoot , and also the fire rate is so low because it is the fire rate of the pistol weapon. I am confident to say that more guns will be available in later versions, so sorry I can't really change the fire rate. The shoot button is gonna change in the next patch, but cannot be click to shoot, I've solved that problem and I can't get it back. I apologize.

Alright now here are some thoughts

For one, please change the button to shoot. The E button gets in the way of WASD which makes it very easy to bump into spikes or a bullet. I would have much rather prefer right click to shoot instead.

The crate's hitboxes are a little wonky. There were times where i spent a total of 10 seconds trying to break one with the roll. I later understood you could also shoot them to break them open, so theres a nice compromise.

You can easily get ambushed by the skeletons, so i suggest making them a tiny bit slower for a little more breathing room.

In the first room, i didn't understand where to go until i gave the walls a hug. I suggest making the exits a little more clear to see so people fumble around alot. Another problem is that sometimes is when you enter a room, you are guaranteed to take a hit to a spike if your going too fast. Maybe have the spikes spread out a little more?

That's all i can say really, everything else was fine for me! Would like to see some more updates to the game soon! Take your time!

TheNormalNoob responds:

Thank you so much for the feedback! You had to hug the walls because the game is supposed be in a fullscreen ratio, as of November 25th I will fix this problem :) I am still working out how balanced the enemies should be, so your feedback on the skeletons speed will affect the enemy itself. Thank you.

Okay, so I like what you're doing here. I know this is an early build but there's a lot of work to be done:

For starters, as it is the game is just no fun to play—it's frustrating from the get-go: Enemies are bullet sponges and not being able to hold the fire button to fire a slower stream of bullets like in most shooters of any kind ends up harming both the player's mouse and wrist (both problems could be fixed by giving the player a lower fire rate and reducing their health, for instance. But it's your game, not mine).

Speaking about enemies, the most intuitive action would be to have them become hostile when taking damage. They're (un)living creatures, not stationary turrets with a fixed range.

Then there's the fact that there's so little feedback when getting hit. The sprite changes very slightly, but that's too suble to notice in the heat of battle.There¡s also no flash of colour, no particle effect and no sound effect. This can make dying, which feels very sudden since the transition to the game over screen is instantaneous instead of giving the player half a second to process the fact that they just failed, especially frustrating, as the player has no immediate way of knowing when to move out of harm's way.

When it comes to the gameplay itself, I still have a couple gripes — the fact that crates block the player's bullets but not the enemies' feels quite dejecting and the rolling mechanic, while nice on paper, needs a few tweaks. As it stands, it's too much risk for too little reward because you simply don't want to risk running into a bullet or an enemy while trying to dodge another. Most games fix this by making the player invincible for a fraction of a second while they are rolling. A pause button would be mighty appreciated, too.

Not everything is wrong, though. The controls are as smooth as they should be (even if the crates and items have iffy hitboxes) and the shooting itself is quite fun, even if it could use some tuning, too. The important part is how much you've learned while making this game. Focus not on what you've done wrong, but on how you can do better next time. Come on, next time I want to see how much you've improved!

TheNormalNoob responds:

Thank you for the extreme feedback. I understand everything you are addressing. Let me get the smaller issues out of the way first, the iffy hitboxes. Yeah I understand this is a problem, I can make very minor tweaks to it, but if I were to try something major I'd have to rewrite essays of code, and that might break other essays of code. The enemies being shot and not chasing after the player I can probably easily fix. The sudden death, is something that I might have to work on for a while. The part where you said that it is not worth it to roll because you won't be invulnerable for the moment you are rolling, I can also easily fix that. I actually had that mechanic implemented, but decided to take it out for a more difficult game, but if it really is a problem I can fix it in the next version :).

Now the big, frustrating problem that I worked almost all night on and still haven't found a solution. The shooting. Newgrounds plays games on browser, so if you were to hold click it would drag the screen instead of shooting. I orginally wanted it to be a hold click shooter, but newgrounds doesn't allow that apparently, so Im forced to make it a clicker-shooter, which I dislike greatly. Is there any way I can make this a hold clicker shooter on newgrounds, and if so could you please tell me? Im pretty sure this is the biggest game breaker for newgrounds, and it kinda saddens me because most of my players are from newgrounds and its giving my game the bad side of view.

Overall most of these will be fixed and will be improved for a better experience, thank you.

Credits & Info

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1,366
Faves:
2
Votes
92
Score
2.60 / 5.00

Uploaded
Nov 23, 2019
9:57 PM EST