00:00
00:00
Newgrounds Background Image Theme

ayya1 just joined the crew!

We need you on the team, too.

Support Newgrounds and get tons of perks for just $2.99!

Create a Free Account and then..

Become a Supporter!

Reviews for "Ghost Motel 11"

Good continuation

I liked this episode overall. I kind of agree with others that some of the searching seems tedious at times and some of the animation seems hurried (i.e. not a lot of details). One thing that seemed confusing to me were the arrows in some of the rooms. e.g. I clicked on an arrow on the left side of the screen. Then in the next room there was only one room at the bottom of the screen. I would've put the arrow on the place of entry - i.e. right side of the screen so that Joseph can leave the same way he entered. If there were only a few rooms than that's not a problem but there some hallways where things seemed a bit confusing. Other than that it was great to see more demons :)
Keep it up!

Violet-AIM responds:

Thanks for reviewing Istvan. It was a bit tedious setting up the scenes, so maybe it carried over. I think I get what you mean about the arrows. It probably didn't bother me because I knew the place well, and could picture where the place was. Sorry it was confusing. On to the next episode then.

Mwahaha!!

You've really out done yourself this time. I've always wanted to explore the rest of the Motel. All I can say is this... It is a masterpiece. I'm foaming out of the mouth for ep. 12

Violet-AIM responds:

Thanks Bosa123. It seems like about a month since you had watched and reviewed ep.1, and now you get to see ep.11. You didn't have to wait that long like the other viewers. I did think it was about time to let Joseph return back to the motel since that is kinda his home, though he doesn't have to stay put there and is free to roam around the ghostly world. I've started working on ep.12, so hopefully it will be out sometime in the near future.

finally!

thank you for making my day, im a big fan of yours and the series. you still kept the feel of ghost motel which is very important to me. dont let the score of the movie get you down, this movie/game is awesome. it was kind of short, but still very nicely done. i hope you find time to make 12 come out soon, thanks violet for the great game. another great addition to my favorite series.

Violet-AIM responds:

Thanks for the support homer6. I will be starting on ep. 12 pretty soon. I'm not down about the score. However, based on some of the comments some reviewers said, there will be some changes or improvements made on the next one. But of course, I will still keep the same feel of ghost motel.

Voilet-Aim Is Back

As always your movie/game is really good. How many of these are you going to make? Hopefully a lot more.

Needs improvement in key areas, but still not bad

What you did right can only outwiegh what you did wrong to some extent. First the good, the music is creepy and extremely fitting. As tempting as it must have been, Im pleased to see a resistance to some rocking guitarr riffs or repeating techno beats, you get kudos points there. Sound on the other hand doesnt fare so well. Voice acting still stinks, still no lack of emotion, the big fault here is that what they say doesnt help the situation, they only thing they seem to do is point out the obvious. For example, when in the woods maze, youre given the chance to speak with your buddies, instead of giving some advice or hints, they seem to, point out the obvious. Ray says that we should try to find a way out, why thank you Ray! I hadnt thought of that, all I was looking for was somewhere to take a dump.

The story, you still earn points for continuing a storyline thats original and somewhat thoughtful. You lose points for how you go about the story. It seems as though all the characters and npcs in this are completely aware of whats going on, you need to work on your directing skills. When the old ghost lady is chasing them, instead of having them exclaim some sort of fear like "Holy shit, get out of here now!" They just sort of took off even though the lady was already halfway to them. I mean, what if she wanted to give them candy? And then theres the people just sitting around waiting for you to speak to them. Apparently they are aware of a demonic presense and that you're a demon hunter trying to protect them. But not only do they seem to not be afraid, or even concerned, you actually have to play their riddles in hopes of gaining some info from them. If a cop came to my place and needs information, Im not going to give him a god damn conundrum, Im going to tell him what he wants to know and hope he doesnt find that body I hid.

Whats with being able to click on everything? Its really not that important, it seems like something straight from resident evil. I mean do we really need to zoom in on every can, cookware or turd-in-a-bag that is lying around? How about being able to click on those paintings on the wall to learn some interesitng backstory, Id love to know what the hell that ghost was thinking when he painted a bunch of feet. Having too many hotspots makes finding the important ones harder and more tedious when you realise you had to actually find something important on 1 out of every 10 things you can click on. Oh whats this? One of the unremarkable objects has some sort of number or letter imprinted on them and in order to proceed, I simply must find it.

Combat reminds me of the quicktime actions found in Shenmue. One thing you should probably know, for parts that require you to constantly hammer the spacebar (because destroying your keys is fun!) I could just hold it down and easily pwn the loincloth wearing menaces.

Animations are far too weak to be considered decent. For whisps of smoke and matter, the ghosts are waaay too stiff. I cna expect you to use tweens for them floating around, but whatever happened to ghosts being agile? Theyre just way to stilted. I laugh at your swinging animation. Come on man, give frame by frame a try, theyre ghosts, can be that hard to do. If you like, Ill do the fbf animations for you, Im not too good, but if I try I can make something that is much more enjoyable on the eyes than up-middle-down swinging animations.

Graphics are stlyish and shading is nicely done.

I might be too harsh on you, but thats only because I still really like the series and I want to see it get better. Im not going to just sit here and eat up what I dont like. So am I still a fan, depsite my denouncing? Ehh, I guess, perhaps it was blind rage that made me say that.

But, rage or not. You need to improve, 11 episodes and still havnt fixed up everything that keeps this series form being a true classic of our time. Ridiculous no?

Violet-AIM responds:

Originally, that old demon lady in the house was going to yell at them to tell them to get out, but then we decided to just get rid of that at the last minute. I enjoyed reading your humorous review, which was a bit brutal in parts, but good advice I suppose. I'm no expert on how to animate someone swinging a sword, but I'll try to do better on that next time maybe. I never played Shenmue so I don't know exactly what you mean by that. Maybe hitting keys on keyboard isn't the best way to have a combat, but I try to think of some way to do it, since I don't know actionscripting. Clicking on things and searching for clues is part of the interactivity that I've had for awhile, and although some ppl think it's tedious, others like it. So for now, I keep it there. Would it be better if I just made a straight story, or is it better having some kind of interactivity as well? So yeah, I'd like to make some changes to improve it, but if it doesn't work, then I guess I can't do much about that.