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Reviews for "Super Morse Code RPG"

WFT

the morse code doesnt work worth of shit.
please try and improve it, plus do all the stuff that "Aardwolf" said.
3 for idea -7 for shitty morse code

Grent responds:

Plenty of other people figured it out just fine...

Well

Morse typing to do thigs of an RPG is a good way to waste time, but after this this game has nothing. If this game was made with the standard pointing to do things it wouldn't be in NG. 4/10 for the morse code system. I think if you really work in this game you can make it even funny. But it still sucks lololololo

Grent responds:

I'm sorry it was not more expansive, deeper, etc., but given the time limit, our morse code "hook" was about all we could manage.

NOPE

Art wasn't incredible. The game play was damn near nonexistent, and the worst part is that it's one of those "DIE AND YOU START ALL OVER LOLZ" games. Didn't like it at all.

Grent responds:

what specifically did you take issue with in the gameplay?

ok....

Here are the main problems, yes the morse code system is ok but it takes way too long to do any option. The other draw back is in the first battle you have to use your begining items or you will die. You die left and right fi you don't have items. Which is a very negative aspect to any game. Also, not being able ot save your progress can really piss a player off. You need to improve gameply, make it to where it jtus not attacks. My opinion is you should have it to where attacks are simple and so are some items, just lcicking or space. But for skills, supers, attack items, etc. you should go through a morse code process, but only one chance to ge tit correct instead of over n over. It would make the game alot better, right now only a 4/10 but work on it.

Grent responds:

The first battle was kind of intended to make the player realize they had items, but if you attack enemy #2 first, you can beat it without using any. Aside from the first battle, I didn't find myself using more than one item outside of the boss, so I'm a little unclear of what you mean when you say "you die left and right fi you don't have items".

As for the lack of saves/checkpoints, I didn't think the game was long enough to justify them, though enough people have commented on the lack of them that I'd put them in if it weren't so much effort for a game I'm tired of working on. Look for them in the sequel that may or may not actually come.

With only 72 hours to make the game, I never thought the gameplay would be incredibly deep. In fact, the only reason I added "run" was so that the player would have more than two options. With only one button at our disposal, mouse-click menus were out of the question. The whole point behind this was to prove that one button doesn't mean only one choice, not to make an RPG with a different control scheme.

mute

it needs a mute. trying to play this game with my friends in a skype call. can't hear them

Grent responds:

Strangely, I was doing the same thing during development. I couldn't hear Des while I was testing. You'd have thought such a thing would have brought the issue to my attention, but I guess I was so absorbed with finishing the game within the time limit that I didn't think about it.