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Infinity corridor

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What the heck? this game makes no sense, and it isn't even a point and click, which it is advertised as. and yes I am aware that this is an SCP game. but you give me some sound or explanation as to what the heck i'm doing?

I liked the game at all, the way i liked the first version,its a bit buggy as becAUSEFUCKYOUISWHY
just said,however i still give to your game the 5 stars.The thematic of SCP is a really creative one and i would like you to continue the game :D.
btw add the 999 plssss.

IgnMihail responds:

people are terrible creatures.
I just lost my motivation to do something because of what they say.

How is this point and click?

IgnMihail responds:

Ok lol

Pretty fun, but a bit buggy. I made a list of everything I've noticed:

-Using the arrow keys does not change the direction the person is facing, however using the WASD keys does.
-The arrow keys also do not cause the walk animation to play, so the person just slides along.
-Using the WASD keys causes the screen to go up and down, which is quite distracting (I think this is a side effect of the way the walk animation works)
-Using the WASD keys also changes the sprite from frowning to smiling. (Not sure if this is a bug, but it seemed odd to me.)
-As the log, the arrow keys allow you to jump, however the WASD keys do not allow you to jump.
-In the blood room the WASD keys do not work, and there is no clear way to get out without resetting.
-The person's face disappears upon dying from the pills.

Overall not a bad game, but it could use a bit of polishing and maybe some instructions.
If you would like any help with some english translations I would be happy to help!

IgnMihail responds:

Sorry i forgot update the game.
Wait when i go home.
i only now see what you write about translate i think you can help me
(i m only 12 and realy horryble know english)

Ok.. After playing the game for a while and doing some research to try to figure out what is going on (because you didn't bother to explain) I am ready to write my review.

First I want to talk about the story. This game has a lot of story elements that you ignore and don't bother to share with the player. Doing so could make the game a whole hell of a lot better. Before the gameplay starts you should tell us, what is SCP? I didn't know or had forgotten. I ended up looking it up it explains a bit of what is going on.. However, upon looking it up I also looked up SCP-2050.. It is NOT a euclid class object, nor is it an endless hallway.

From the SCP website "SCP-2050 is a designation for the "Sciurine Monastic Brotherhood of Poor-Fellows and Crusader Knights," a monastic knightly order mostly composed of sapient members of the Sciurus vulgaris species, more commonly known as red squirrels, although the organization claims that "all righteous squirrel brethren are welcome." Viewing the SCP foundation website it seems to me that they are very ordered and after a submission is accepted it becomes cannon (these animals are mentioned in a number of SCP documents).

If the hallway you are working with already exists as an SCP consider not only using it's proper designation , but also providing us with the ability to view the poster (with readable text) and maybe to get some specifics about the SCP. And for those unfamiliar with SCP related stuff, tell us what this object class thing is. I read euclid, I think euclidean geometry, not 'unknown safety level'.

Second, we have a character, but you tell us nothing about him. Is he a prisoner? Is he supposed to be an escaped SCP? Is he a scientist? Is he a janitor? Give him a little introduction. Does he have a goal? He looks a bit too happy to be a prisoner. I just don't know.

Third, you have quite a few notes in the game none of which are very legible... and a couple of drawings which are only slightly more legible. You could do so much more by making these notes into readable documents related to SCP and the the things you may encounter, hints left by other people trapped in this hallway, insane ramblings left by other people trapped in this hallway, or even just random easter eggs (like i am pretty sure the one is supposed to be related to FNAF). They key to this is that they should be clear and readable, there is nothing worse than finding tons of useless notes in a game that begs to have useful notes.

I think story wise, you have an opportunity with this otherwise mundane game to make something with a great deal of depth (because the SCP foundation already has a massive amount of material already developed). Every sign and slip of paper could be something. The player character can have depth and react to each room type (even if only the first time). Even ignoring all of the gameplay issues (which I will touch on in a moment) adding depth to the story would do this game a world of good.

Ok, next I want to talk about gameplay. This has a lot of issues/bugs so I am going to touch on the things that are most... aggravating to me.

1. I can't jump as a person but I can jump as a tree and as a corpse? What the heck man? Granted this game doesn't have anywhere to jump to, but if I can jump why can't I jump as a person?

2. After turning back from being a tree the character is behind background items (doors, notes, etc.)

3. I can't crouch either? You have a door on the floor, but the character doesn't seem capable of crouching and won't interact with this door. Is it even possible to interact with? If not why have it there?

4. So regular coffee speeds me up. Green coffee turns me into a tree. Skull coffee kills me (and turns me into a corpse that is laying down but can jump). Drinking Skull coffee turns me back human if I was a tree, but I can't drink regular coffee or green coffee as a tree? I guess what I am saying is keep the rules the same. If I can drink one, I can drink any. Like the way you have the notes, as a tree I can try to read notes that are up high, but not those on the ground. That follows a set rule pattern.

5. The screen bob when walking with the a and d keys. I personally prefer the walking animation over the sliding but the screen bob is horrible. If you did that on purpose it is bad, undo it. If it is a side effect of your walking animation try to figure out what is causing it and fix it. That being said I am glad I have the option to just slid around using the arrow keys.

6. For a infinity corridor the options for rooms feel very... limited, as are the interactions you can make. Taking an aside to what I said about the story, you have a wealth of information at your fingertips on the SCP foundation to give you ideas for other things that could happen, make use of it.

My own curiosity and boredom drove me to play this game for much longer than I normally would have. I think as it stands the game is not worth the time I spent on it, but in my playing I see this game as having a host of potential. I think you could make something that is quite fun out of this with very few changes to your existing framework, most of it would be adding story items from SCP and plot info. A few additional rooms would be nice, and fix the movement mechanics. I am sure you will get graphics comments from other people, but I am more concerned about the readability of story elements. If you keep working on it you could make something pretty cool here and I hope you do.

IgnMihail responds:

ok, I’ll try to answer everything
1. there will be no jump
2. a small door for scp like a toy jack or john I don’t remember, but you can’t go into it like that
3. I will remove the vomit walking animation.
4. I’ll finish the plot even though this is the first.
5. this is not coffee, this is pills.
6. tablets are made for fun and written in Russian (I did not think that they would pay attention to this squalor)
6. The tree cannot read.
7. Yes, I am a Russian game developer and translate it all using Google translate.
Thank you for your feedback already preparing an update.

Credits & Info

Views
1,317
Votes
101
Score
2.37 / 5.00

Uploaded
Jan 4, 2020
7:04 AM EST