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Seraph - Demo

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A concept I tried making for a game, with platforming combined with combat.


The game has no sound.

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It's a great game, even as a concept. The gameplay is very enjoyable, aesthetics are pleasing. Dashing mid-air until you run out of “stamina” is a cool concept. And I loved the tutorial with the ghost clone of yourself showing you around.

I probably missed a couple of optional areas since the road I chose seemed to be the correct one to reach the boss. I was wondering what the flames you're collecting actually do, since I've had a full bar for the latter half of the game. I passed it to the tree (?) which recoloured my animations but I still don't really know what changed (was it a damage boost of some kind?).

I'm glad for the checkpoint system, and it's placed very well so the game never becomes frustrating because later on, it's quite easy to die with all the floating danger and spikes. Even the boss's health is saved. Death traps send you to the last safe platform, too.

The boss himself seemed more like a challenge during the ascent, the actual boss room was very easy. As long as you keep moving, you're invincible, and the boss doesn't change tactics, so it's really about dashing up to him a few times and he's done for.
He's a giant skull; I'd add a few directly damaging attacks aside from the exploding skulls you've already seen.

Yeah, the no sound/music is a shame, and would definitely be my number one complaint if this was supposed to be a finished game.

It is a very good game in all regards, I'm excited to see where you take the concept.

Magiclaw responds:

Thank you so much for the great feedback!
The recoloring animations is actually all the flames do. I tried thinking what I can do with it, but this feature was added on at the very end when all the platforming was already completed. For sure it can feel underwhelming, but it's a feature that I wouldn't be fully happy with unless it wasn't this very short demo..

As for the boss, I'd agree it's a little easy, it could benefit indeed from different attacks, but tbh when I play tested this game on my friends a few had really hard times with it so while it could be harder, I think currently is a good-enough middle ground, at least for the 1st boss.

Thank you so much for the positive comment :)

Pressing up to jump is a crime.
Many other platform games use (WASD to move, K to jump, J to slash) that it is way more comfortable and familiar. Like an NES controller. B attacks, A jumps ==> J and K
Keep it up

Magiclaw responds:

I tested it with a different key for jump and then aiming your dashes and I think it added waaaay more unnecessary difficulty to the game that it isn't the game itself. In the end I think it's the best solution, but if you're interested I don't mind sending you a private version of the key being different so you could feel for yourself :)

Movement mechanic is inventive but hard... interesting aesthetic too. Nicely done.

Shame about the lack of SFX.

Magiclaw responds:

Thank you! I think if you let your fingers 'rest' on the keyboard while aiming for dashes the game should prove to be challenging but fine :)

And you're right about the lack of SFX, however maybe I'll add SFX if I see that the game receives positive feedback and it's worth going back to.

Credits & Info

Views
300
Faves:
3
Votes
64
Score
2.85 / 5.00

Uploaded
May 8, 2023
12:00 PM EDT