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Reviews for "Draw-Play 3"

0 playability on laptop

I managed to get to level 13/17, but it's impossible to finish the levels without moving and drawing at the same time

Failure recks in a good game

I've played 1 and 2, and I have to say that this isn't your best work. Well, no that's a lie. This is about average of your programming work in this department. You don't always seem to get down a few aspects, and considering how this is a very simple genre of actionscript, I have to say that it wasn't up to par.

One of your biggest weaknesses is that the drawing itself is faulty. You had it right the first time. Now, it's choppy, and VERY unreliable near NO DRAW areas, as they don't always want to keep inside their little box, and decide to explore other regions as well. For many parts of the game, I had to simply jump to avoid the lasers and the bullets so I could wait for draw to work again. And it wasn't a quality thing either, because it happens on all qualities. I eventually passed the level when I tried another path, but that's crap that I have to think of how YOU did it, because of faulty coding. Unless you did that on purpose, and if that is the case, you take away what is supposed to be in this game: ORIGINALITY. The game was founded on HOW CAN U SOLV UT? and by taking that away you ruin the experience.

A platformer shouldn't be reliant on how well its coded, its supposed to be about if you can just make that jump. And if you did that, then you'd no longer have an original idea.

The level design was alright, and the Level Editor was a pretty dumb addon IMO, since the game itself, if it got a Player Pack, would be lessened as a bunch of idiots make impossible platform stages and claim they, their friend, and you of course, can complete them, leaving all of us in the shadows of failure.

It was a fun game, but I really think you could have done better.

EggysGames responds:

Why would I include impossible lvls in a level pack though :P

Ok...

At first, I loved it because it was fun and new.

However, what you tried to make "difficult" was not really as hard as it was just plain annoying. One level, my character was loading at different times and it was causing alot of screwups.

I dont have a problem with difficult games, but I dont like it when the game turns into you pressing the reset button until your character stops spawning on top of missiles.

To be honest ... I was dissapointed :(

When I found out Draw-Play 3 was out, I flew straight to it, having thoroughly enjoyed the last 2 games because of their flexibility, ability to draw paths in the strangest possible manner, and to be able to draw funny pictures and make the character get around them.

However, the new installment brought a new main genre; action. If you ask me, it doesn't suit the game at all. I saw Draw-Play more as a casual gamer sort of thing, with the hard levels for those who wanted a real challenge. You could muck around and have a bit of fun. Now it's all about how good you are at dodging bullets while you draw small paths in the limited available space, hoping that the edge of your path won't touch a no-go-zone and effectively kill you.

Where did the original "feel of the game" go? It has gone off a completely different path, almost as such that I feel it could be another series, albeit similar to the original Draw-Plays.

Anyway, enough about the other games ... that's my opinion. About THIS game:

The music. It was, as usual, nice and simple to suit the idea of Draw-Play, however I feel it should have been a little more fast-paced and ... "action-y" to suit THIS game. It just doesn't suit it too well. Not bad, but not great.

The graphics, same as always, were very nice. I like the uncomplicated black and white of it, along with the introduction of many new (and rather painful) enemy graphics, which gave more variety to what you could ... avoid ...

The gameplay, as I said above, was not what I had expected. However, expectations aside, it was fairly enjoyable for the first few levels. Then it became a bit tiresome, due to the fact that I was constantly restarting and jumping out of the way, so that when the ground beneath the starting point dissapeared, I had a chance to survive.

I liked the new map system, along with the notes you left around it. They were fun to read :)

Overall, I'm only going to give you a 6/10 and a 3/5; that is (I hope) more to do with what I thought of this game alone as opposed to part of the series. It is a shame it went so off-course, but if this is the type of game you wanted to make, then so be it. You might attract a whole new, even larger audience.

Nice job ... but I'll be sticking to the old games.

EggysGames responds:

Well I'm sorry you feel that way, but you're right yes I wanted to go in a new direction. I'd done the basic puzzle sceme to death in the other 2, so if you want puzzle you can always go back. Adding destruction of the terrain kinda made it action wether I wanted to or not :P I coulda toned it down though, but I had rather just run with it.

its ok

eh it is not really good for me