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Shadow Of The Hole

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Interesting in concept, it somewhat falls apart in practice though. It gets rather confusing to find your way around.

Good effort, but to my mind fatally flawed.

Currently, if you change direction, you have the character walk a small semicircle before heading in the direction you press. When I say 'small', of course, the total size of the circle seems to be about the size of one of your platforms, so relative to the game, the character is actually meandering quite a distance.

The end of effect of this is, if you are facing west, and you press to move east, the character turn to face south *while walking* and end up moving east along a line parallel to your former westerly path, but further south. If you are trying to jump along a set of platforms that are aligned east to west, and you only press the east and west direction buttons, you will keep falling off the north and south edges of the platforms, which is absurd and frustrating.

But even worse, because you have the character always walk in the direction its facing, even when turning to face another direction, if you are facing west and move to turn east, you *start by walking west*. I understand you want to have the character move in a realistic way, but A) this isn't realistic and B) it ruins the platforming.

It is somehow worse than the old fashioned tank-controls, because you have all the flaws of tank controls, while not actually being able to turn in place, like a tank does.

Aside from the terrible controls, I also have a few minor nitpicks:

Why do you have mouse controls, if you aren't using the mouse itself in the 3-D environment? It's nice to have your hand on WASD and your hand on the mouse, but if you are only using the mouse for buttons, it seems like it may as well be a keyboard only game.

I appreciate that you want to use the white objects and white background to make puzzles, but while using angles to hide objects can make for interesting hide-and-seek problems, once you have found an object you never really locate it well enough to do things like judge distance, either. Considering that platforming in 3D is already very hard because of perspective problems, removing information is only making it less fun.

the controls are annyoing sometimes like if you wanna turn slowly it just turn like an egg and you need to add some shadows it would really help out, to find the platform better and on some levels the platform blend in with the background making it hard to see them, but nice game tho.

Really neat platformer with a fun mechanical concept. At least, right up until the RNG final boss. (As proof that it's too RNG: simply sitting around pressing absolutely nothing will suffice against him until his health is randomly somewhere between 90% or as low as 10%.)

I liked the intentions behind this game, but I think it could have been executed in a better fashion. I liked the music, it was really simple and didn't distract me from trying to play the game. The writing in the beginning was not my favorite. Not a super big deal, but there is definitely a better way to word that intro. I don't like that when I shift perspective 45 degrees to the left or right of the starting perspective, a number of the blocks in the white rooms suddenly blend in to the background. This made it difficult to progress when I can't see where I'm going. Lastly, I like the controls, but the platforms seem a smidgen to small. The controls are nice, but they aren't precise enough to maneuver all that well on those tiny platforms. Overall, I think this was a nifty concept, and would definitely give it another try if you planned on addressing some of this issues.

Credits & Info

Views
1,233
Votes
91
Score
2.82 / 5.00

Uploaded
Feb 21, 2020
10:32 PM EST