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Reviews for "Melee Man"

Pretty damn good!

Overall I thought this was a pretty good little platformer. It got to be a bit repetitive (but I guess that really is the nature of these type games, isn't it) but overall an excellent effort and entertaining game. Thanks for submitting this one.

Good.

I really liked the audio and thought it fit well.

I tend to like modern pixel designs in games because of their visual crispness and feel in gameplay, but in this game I felt somewhat boxed in while playing. That is to say that it felt like I were viewing the flash in a zoomed in state.

One last thing that I felt could be improved is your use of the foreground / background layers. There were times when I couldn't tell what was in each layer (which affected gameplay) because there were high-contrast elements in the background and low-contrast in the foreground.

The familiar platform design of the game was complemented by its smoothness and responsiveness.

Mostly nicely done

I have to give you credit for having such nicely made graphics on every level. I'm starting to notice how these flixel games are like. This is one that I unfortunately am not very good on. The worst part is easily jumping. I have had trouble with this before so I guess I just need to hang onto the jump button more. The music is pretty good and gives off a decent tone. What I also like is how there's a lot of level to go and look around.

It's interesting to see what obstacles will come up next. I guess this doesn't mean much, but happy Halloween! I guess really any fantasy character could go with that, given that cosplay are just more elaborate costumes. I like how I can bounce on the guys, but of course I rather shoot them. Thank you for having a medal after every level.

TheVillageBlacksmith responds:

This isn't a Flixel game, but thank you for your feedback. :)

Give yourself the credit

A very competently-put together little game. A few pointers however...

For example your tutorial is... I don't want to say unnecessary, but for lack of a better word, it is. You have good level design. For example. "Go through the door to advance." Oh frabjous day! I never knew what these door things in real life were for! They're like magical portals to other realms!

Also, give your level design some credit. "You can hold to jump higher" Again, you placed a platform out of tap range. I figured it out within 2 seconds that I needed to hold the button. I don't need a giant flashy text box to tell me I can't jump that high, I just realized it myself. Your level design teaches players through play. Same with the locky door mechanic. Cut the signage altogether. "Oh hey look a door this level's easy oh wait there's a giant keyhole thingy on it. Why can't I advance? Wait, I'll use my brain! Hm... well what usually goes in keyholes..."

See what I mean? Also, if you're gonna have the cute little advance stage thing in a mainly keyboard game, please, please please please make it able to be selected through the keyboard. It's very awkward to have to reach over for the mouse every four seconds to click "Yes I would like to continue playing, you just asked me at the end of the last one."

Overall, a wonderful aesthetic and well executed, but the tutorial feels a bit like I'm being hit over the head with signage.

Nice game, but too unforgiving on boss stages.

GB style graphics and original music are great and add a lot of quality to the game (although I'm still wondering why "Melee" man uses a gun). For a game made in a week, this is amazing.

It's actually possible to go through the whole game with 0 deaths until the very last boss, which is almost impossible to beat. Takes a lot of tries and also luck to beat it. Just going slow, killing everything dangerous and timing jumps on cannonballs to avoid receiving damage.