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Reviews for "The Guardian: RPG"

It was ok

but i didnt get to play that far in cuz i got stuck wandering around for like 10 minutes screaming to myself WTF, but the animation was cute and the game was amusing, mostly because of at the name input screen i put "you little bitch", so i'd walk around and the old fart would be like "Go away you little bitch, im trying to sleep!" and people that would be saying other hilarious things, maybe include a strategy guide link, idk i just found it confusing as fuck, but im giving a plus 2 for the effort + the laughs i got.

It was a good game

Just the bugs messed it up

is it wrong that i called my character link?

i did quite enjoy this game but sometimes its similarity to zelda got slightly overbearing, the same sound effects was ok, but meeting someone in the forest who wont let you go past unless you have a weapon was a bit to much Ocarina of Time for me.

also a little glitch i found, when i walked out of my house after making it day i walked into the wall and became stuck which sucked as i had to then start again.

P.S those shopkeekers freaked me out...good job!

UknownXL responds:

Thats what I was going for. haha

Pretty well made

It seems to be put together pretty well. The graphics appear to be a throwback to zelda (if not a direct clone :P) and the sounds are definitly directly from the series. Its sad, but I could remember the source of just about every sound effect I heard in that game :P. The main areas in need of improvement are, in my opinion, A) The text will occasionally go outside the text boxes. Big nono. B) You can't swing while moving. Not a bad thing in and of itself, but there needs to be some kind of sign that you can't do it. A sound effect registering that you pressed the button, but can't swing at the moment. Atleast not highlighting the 'S' key at the top. The best solution of course would be to program in the ability to move and swing, but thats neither here nor there. C) After getting through the forest and finding the bombs in the home at the other side my natural zelda experience told me to blow up the big rock and go through the spooky dungeon, but without the afformentioned experience there seemed to be little telling me to go drop a bomb on the rock. Maybe there was a note in the room that I missed. I think there was a scrap of paper lying about, but those are sitting around most buildings and none of the others did anything so I didn't pay it any mind. If that WAS a note for you then you should make it stand out more. Seeing as it is presumably holding information necessary for you to continue. D) I got the wood before talking to the blacksmith. Leading to some vague conversation. It seems as though I "skipped" a part of the conversation and was none the wiser. The first time I speak with the blacksmith it should be asking about the sword and not some weird thing wherein he already somehow knows exactly what I need. E) During both boss fights I noticed that hitting the menu button right as I got hit would cause me to take another hit when closing the menu. A very large annoyance if I was going into the menu for a healing potion to save my dwindling life, only to be killed immediatly upon unpausing. Pretty avoidable if you know its coming but there isn't really much reason to see it coming until its happened to you. Also the first boss seems to be able to hit you multiple times a little too easily. After taking a hit there might should be a bit more knockback to get you away from the bloby bastard. Just my opinion of course. The dungeons also seem a bit too straight forward. Zeldas dungeons were generally puzzles built upon puzzles, but the only real puzzle in this one was the room with the cannon, and that hardly qualifies. You seem to have put together a pretty good skeleton for a game, but it needs more meat on them bones. More complex puzzles than push the rock to the left, more interesting enemies than the "hold s til their dead" blobs and the "backup before they swing assuming they are still alive" goblins. This is a great starting point and with more work it could be very entertaining. Wow that was long. I think I kind of lost my train of thought half way through there and just started rambling :P

Pretty Good, but some bugs

The game is very old school Zelda like (NES days). Well the graphics were more like SNES which were smooth without that pixel look. The SFX were good and the music score was alright. There were a few problems; First thing would be how after you interact with an NPC or find out that the sword is ineffective on a monster. Please use different keys than the interact and attack A/S. My character was killed several times just because he was near an entance or the sword was ineffective. The S key is the only way to escape from that particular menu and that gelatinous boss kept coming at me. I kept hitting the S button and acdidentally attacking the boss. Nor should the A button be used because the character could accidentally go through an entrance/exit.
The second issue was when you were able to actually find healing potions, it seemed like you had an unlimited supply. Long after my potions ran out I was still able to press D and use them.
The third issue would be the few times at the last boss when the hero got stuck in the wall. The boss kept attacking and the hero could not move, for the reason that he was stuck in the black area.
The fourth issue would be the shield; I understand the reason behind not having the hero attacking while moving. However the shield should be able to block regular attacks.
The game has so much potential. The story is good, the gameplay is descent, and the concept is good. The characters do need a little more depth, but it is only chapter 1. Also never underestimate the amusement that comes from weird or comical NPCs. Descent game and I'm looking forward to more. Also if you need more suggestions (if you don't have enough from others) PM me :-)