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Reviews for "The Raven, shadow subject"

Not bad concept, but poor execution.

A few points that became apparent from the start: First, things like that jumping sound get very repetitive, and the arcade-style noise break the atmosphere you seem to be trying for; and second, you force the user to use the arrow keys, when a left-handed alternative should be given; third, and this problem is compounded by the second, you force the use of the mouse to simply close a dialogue in an other-wise keyboard-controlled game.

The compounding of this third problem by the second needs a bit of explanation, so here goes. Right-handed people use their right hand for the mouse, primarily, which means that their left hand is left free for other controls. If you want to make someone use the mouse, you should set up the controls so that their mouse-hand is ALWAYS on the mouse (except in rare circumstances). This means that the rest of the controls should be set up to be operated by one hand, preferably with both left-handed and right-handed alternatives.

...

After playing for a bit more, the game appears to lack any reason to play it. When designing a game, you should think about the following things: Challenge, atmosphere, interesting dialogue and story, humour, action, excitement, depth. Look at that list, and maybe add a few entries of your own, and then decide what you want your game to offer. Whatever you decide, make sure you do it well. You seem to have designed a 'stealth' game, with that as the only concept, and an attempt at an excuse story thrown in. You should really focus on making sure it provides something to make it worth playing, not just a genre. A bit more effort on the soundtrack might help too, but that's only important/possible once you've decided what you want it to provide.

poor form, old chap

It's really kind of a "fuck you" to give folks no save feature, wholly invulnerable foes with xbox-hueg kill-zones that move way faster than the player, no way to watch from afar and figure out their patterns, and a limited number of lives, especially when you don't give the player any shadows to hide in. It's a damn shame you put so much work into the storyline and look, which is very good, but dude, do you even play video games?

Uhhh...

Obviously, you have to put time in every bit of a product, not just one. It seems to me you focused on the story a bit more than anything else- the strange non-animated objects called 'guards', using LIGHT-BASED SENSORS IN THE FUTURE (*cough cough*) which seemed to be simply moving around with no air-resistance, no nothing. They are just moving. Isn't that natural? Not only that, there are many passages that makes me think "What if I go there? There might be- no... Nevermind"

I didn't get far before I was bored by the obvious control and the lack of imagination when it came to the gameplay, which is the point of this comment- Think it ALL through. Not just the story.

If you think I'm wrong I can add another piece of proof: The killing. The sensors turn into insta-kill-lasers upon scanning movement in the area? O.O

its alright...

i mean ive played better and if you would like help making the game better i can help you...just contact me if you want the help...

Really?

So i played about 30 seconds of this. It was not that good at all. Plus its glitchy like in the beginning i double jumped and got stuck. Then i double jumped again and ended on top of the map WTF. What are the chips for? bad game. Boring. 1 for effort