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Reviews for "Osiris"

total rip-off of tomb rader legend

all i have to say is that it sucked and it ripped off tomb raider so badly, ex. start screen) very bad

ChromeShark responds:

There were reasons for the similarities that I won't waste time going into here. If you really care I probably mentioned it in a previous response.

Ultimately I don't see why you think similarity to a game makes a difference to the enjoyment value or the effort put into it. I'll happily accept a couple of marks deducted for unoriginality, but to disregard the game completely as a result is unfair in my opinion.

Hoo Daddy

You hit the jackpot reviewer. I'm both a journalism student (studying in critical analysis) and a long-term fan of the adventure genre. I've hit the jackpot too, it seems. You actually answer reviews.

The graphics are an eight. Your backgrounds are ASTOUNDING. I honestly don't know how you did it. Bravo. However, the model of our heroine just looks terribly plain by contrast, particularly with the cheaper animation. Again, those tapestries and backgrounds are amazing.

Style is a seven because what is there is great (the tomb stylings) but you don't seem too sure of what you're going for. The tombs themselves have very consistent architecture and have an almost photoreal look to them, while your enemies and, moreso in this case, heroine look cartoony.

The sound is the lowest, but only because you don't have enough. Adventure games and movies need to BREATHE. It's all about ambience. What you have is great, again.

Violence is a ten. Obviously.

The interactivity is lower than ten because the gameplay itself didn't quite match up to the visual experience. The enemies have far too much health. Every screen feels the same, with little variety. Spice it up! Make people AWARE that they're jumping over a chasm, maybe with a quick pan down to see the spikes and skulls below. Or just make it plain harder to do. Give us some gaps to jump where you just make it by the skin of your teeth, maybe having to snag a ledge to do so. Remember, adventure games are more than guns. You have to use your head, you have to feel the tension of every stunt. The camera's self-adjustment worked well and kept me from running into many axes and spikes.

That's another thing, spice up your booby traps. Get creative. Blindside us now and then! We've got autosave, we can deal with a lil' trial and error.

There's no humor so, who cares about that. It would kill this.

I'd recommend tossing in a little hand to hand. Even just a punchpunchkick. The ability to do that would translate well into solving puzzles, as well.

ChromeShark responds:

Thanks for the awesome review and sorry I've not replied sooner, busy working on the sequel. If you haven't seen already there's an Alpha for it you might want to check out (ignore the release date though, it'll well into next month).

The background graphics, I want to say I used my endless photoshop skills to draw them, but they're just ripped. I didn't feel capable of drawing backgrounds back here. But like you say it contrasts badly with the rest so for the sequel I've gone for a more simplistic Flash-drawn approach (but with a few decorations to liven it up). Animation is much better too, the walk cycle in this one makes me cringe now.

Sound isn't easy for me. I'll be doing a module in it soon which should hopefully teach me a few things. I'll try and add a few more SFX to chapter II (not even started on the sounds just yet) but for III maybe I'll experiement with a more dyncamic system.

Not that I want to disagree with praise, but I wouldn't have thought violence was a 10. I wanted to keep it PG-13. Some people want to see heads flying and carcasses falling out the air, but that's not my style.

Your first point about the gameplay with the enemies I can definitely say is improved for II. They die much quicker now, seeing as so many people mentioned it for this one.

The camera panning ideas, I like it. I'll have a think to see if I can get some stuff like that in the sequel. There will be more variety next time round, with ice and jungle themes as well as Egypt. I might try and put a few killer new traps in.

I don't see hand to hand happening, I'm sure you can appreciate how hard that would be to animate and code well. I'd like to give sword combat a go one day, not in the next one, but maybe III.

Thanks again for your review, gave me some good stuff to think about. Much appreciated!

good game

good game but the guns fire too slow and the enemys have too much hp (regular not bosses) i dont understand how level 7 is hard. its fun and the last level is hard and easy as the hp flys to you... overall great game and i look foward to your sequal.

ChromeShark responds:

Hi, thanks for your review and all your points should be fixed up for Osiris II (coming to NG by the end of the month).

-

Bleah. The wing monster fight is lousy. He shoots the floor out from under you. that is really cheap. And if what that other guy said about the game ending with a literally impossible battle where you take away our guns is true, this game is worthless. If you design your games to hurt the player, you shouldn't expect good ratings.

ChromeShark responds:

I don't understand what you mean by 'cheap', this is a strategy based game so all the bosses are beatable if you work out how to beat them.

You shouldn't really comment on the end boss if you haven't got there yet. The finale isn't impossible at all, that's not even what the other reviewer meant.

The game is designed to be a challenge, not to hurt the player. For every person that's founf it too hard, there's been another that's commented on it being too easy. Getting a balance is near-impossible in a game like this. For future games I intend on avoiding situations where a player could get stuck, but making it so that the player can choose their own path and aims dependent on their ability.

Not bad.

Not bad at all. you could try to clarify the graphics a little more and see if you can add some flame effects to the guns whenever they fire their rounds.

ChromeShark responds:

Thanks for the suggestions, I'll keep them in mind when I get round to making chapter 2.