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Reviews for "Sideways"

Oh dear, but not really

The game itself isn't bad. When it works, that is. Here's some bugs for your Revision A here.

The same medal will show up more than once. It's possible to have 'fall fast' on the screen 10 times or so.

There are also circumstances where a sprite can get stuck in the exit, at which point the game will advance through each level without any need to play them to advance

Couldn't get 500th flip achievement to fire

nothing new

nothing new really plus what's up with the running animation?

Great concept...

That is, if it wasn't done 100 times already in flash. It has a 'been there, done that' kind of feel. The music was actually pretty good. Even so though, it couldn't outweigh the unoriginality. As Pico says it, "Nothing too new or interesting." People think this is a useless review.

Reasonable but lacking.

Ok this might sound a little bit cruel but in in my opinion the game is decent but forgettable.

Yes, it had some spawning bugs in it, which with a little jiggery I got around - and I can forgive those because this feels more like a beta, in many ways - but my biggest gripe was that I found the user controls, as regards rotation, unintuitive and unforgiving. One wrong keypress was often death, at the necessity of starting the level all over again. Now that can be ok, but once you get to the more complex levels, dieing because of unintuitive controls gets pretty frustrating fast. This might sound like me just moaning for the sake of it, but I'm trying to be constructive here - if you consider something like the game Shift, where the entire map is revealed in each room so that you could plot out in advance each move you would make, you can instantly compare the difference. Shift was a game I relished playing and I enjoyed working through and completing each challenge, whereas in this game it became more like a grindfest I was glad to get to the end of.

Another point I would raise may initially sound silly, but believe me it isn't: never underestimate the psychology of the game. Setting every level in a grimy, dark, metallic,industrial world with no divergence makes the player's mindset similarly dark, claustrophobic and grotty - and over time will have a negative effect on how they view your game. Don't believe me? For you old school gamers out there who know the original two Sonic games, compare the breezy feeling of freedom from playing, say, the Green Hill Zone or the Hill Billy Zone compared to the closed, depressing Labryinth Zone and Scrap Brain Zone. Even though the level design could have been much the same, because the sprites and artwork were different, it created an entirely different feel. Dinginess is fine to have, just as long as there is a counterbalance. I guess what I'm trying in a longwinded way to say is: more trees! Or something like that.
One thing I don't forgive, though, is the fact that there is no mute button or sound control. I'm sorry, but in the days of Flash 10 I just find that sloppy! It takes two minutes to create and implement a mute button so there is no excuse for that!

Okay, all in all, I'm basically saying that if you bring out a sequel which has a more interesting level design (and by that I mean level design which doesn't necessarily kill you every single time you press the wrong button but perhaps rewards you for exploring different areas), different artwork that creates a more varied feel to the game, and a mute button, the game would be a reasonable platformer, and I would probably think it would a fairly worthy game. At the moment, however, I feel improvements are needed to make it anything more than average. Without bugs, I would give it a run-of-the-mill 7, with bugs I'm only scoring you a 5, I'm afraid - but I'm sure you'll fix those soon.

Although it may sound like I've been having a huge rant at you, I'm genuinely trying to make suggestions which may enable you to improve upon future efforts. I feel there is something worthwhile hidden here, and it just needs more effort to bring it out, otherwise I wouldn't have wasted my time writing this great big long clunking review. I believe game designers with ability should be able to produce more than just the average - and I think you are able to too!

Anyhow, I enjoyed playing the game, at least to some extent, and I look forward to future submissions. All the best and good luck!

uninspired

good procution values, but I've played this game before. several times. this one sticks out as inferior because you cant change direction in mid air.