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Reviews for "Witching Hour"

Not bad...

The 'No Preloader' does take the whole effect down a notch though and will surely cause more important people ((AKA the n00bs that are so busy they can't wait 2 minutes)) not to watch and click '0' straight away. Gameplay was good, however, I did get confused at the start thinking my attacks weren't doing anything, due to the fact when you shoot the enemies there are no sounds of pain, or flashes of anguish! ;)
All in all, good game though, PERFECT for the Halloween Season!

WarpZone responds:

I was gonna add some sparks, but it was on the back-burner when sleep occurred.

Thanks for the feedback... back to work! ^^

Its a great game

It has great graphics nice effects, yet it gets rather boring fast. Maybe if it had some powerups, and the monsters were faster to kill and they moved faster so the game would be faster. It will increase the fun. It was fun tho, but feeling you have to wait to kill all monsters and still have the time to kill all monsters, seems to be the only problem.

WarpZone responds:

Yeah... I was short on sleep and running out of time to meet the halloween deadline. I didn't get as far with the gameplay as I should have. At the moment, the only challenge is to try and hit EVERY enemy and dodge EVERY shot. Just getting through is a cakewalk.

I'm thinking maybe if I can just add collectable powerups, and then increase the number of enemies as the stage progresses, then the ammount of dammage you can do will become dependant on taking enemies down efficiently and collecting everything... basically it gives you 2 immediate gameplay goals instead of one (shoot AND collect) while at the same time becoming more discriminating about which types of play styles will result in a 100% cleared level.

This is why I like detailed negative feedback, responding to it helps me clear my head. :) I'll have to be careful, though. If I overdo it, there'll be TOO MUCH stuff going on by the end of a level, and the players willend up dying if they DON'T collect the optimal assortment of powerups.

I don't want to leave the poor players behind, is the thing. Maybe difficulty levels would be handy...

I agree

The art and style wasway above par, but the lack of powerups and sense of achievement really killed this game. Please continue to work on this game as it has alot more potential.

WarpZone responds:

Will do, man. It was really down to the wire with this project, and the hours blown on dead-ends didn't help either... hours spent trying to get MP3s to import (turns out you have to install Quicktime if your bitrate is above a certian arbitrary number... WTF Adobe?) Numerous complicated formulas I had to redo from memory just because auto-format can't tell the difference between order-of-operations parenthesis and function parameter parenthesis (here's a hint, auto-format, how about you just DON'T remove ANY superfluous parenthesis, EVER? Where's THAT option, Adobe?) And don't get me started on the preloader. Those jerks at kuripa kept telling me "Get rid of the timeline, your game will go faster!" I didn't find out that preloaders need to be on the main timeline until it was too late.

Uh... I seem to have digressed a bit. Thanks for your feedback. Now that I've had sleep, I shall hunt down that elusive potential.

entertaining holloween side scroll shooter

i enjoyed the semi-3D baddies. i would have liked to see more of an effect when an enemy dies. effective backgrounds and good sprites, good job.

WarpZone responds:

Hey, I'm glad you liked the graphics. :) But, you see that seven, there? You need to tell me how I could make that a 9.

If you don't tell me what's wrong, I can't fix it, my friend. :)

Room to inprove

Eh, it's decent, but the graphics and the music just don't fit the format of a Side Scroller, I giving her a sword, or a scythe, and making it a hack and slash game, o a survival horror.