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Reviews for "Goin' Mental"

only one disadvantage : too short :D

samulis responds:

Too much longer and everyone would have given up completely.

overall good, but needed more space i think.

samulis responds:

I'm sorry, the psych hospital is short on space right now for their padded rooms... if you want one with finer accommodations, consider not being insane.

Hitboxes could use some work overall. The enemies sometimes whiffed each other right next to each other while my own character's hitbox seemed larger than his body. The vertical axis hitbox is especially challenging to judge and naturally that's where most of my hits came from. The most annoying stage was probably the middle, since taking hits didn't stun that boss in any way, it was most easy to get overwhelmed there with the unlimited underlings still coming at you. Third wave seemed fine, and the first wave was doable, but the lack of boss-stun on the second wave made that one quite challenging, which the game is challenging enough given the large character hitbox and relatively below-average playing field size for the size of the sprites. It was doable, of course, but still the hits I took felt mostly cheap rather than human error.

Interesting concept, I applaud the art style, the music choices are neat and I like that the stage design gets gorier as the waves progress. The enemies are all distinct and one could try to tell a story just from what's in the character's head. It's a good game, even with the hitboxing I said above, so it's 4 stars from me.

samulis responds:

The hitbox is really like 1/3rd of your body size... there's no way it can be too large. Do you think this game is supposed to be super easy or something? :P

Simple and fun game, though a bit distubring, haha. I did like the fullscreen option. The game looked more awesome and still maintained the quality.

The third level, however, is a bit tricky. Seeing as the worm only has it's mouth open for a split second is kind of annoying when the bomb is on the other side. The flea looking thing also kind of seemed to run over to the other side when it wanted to. I think I am missing part of the game strategy, maybe.

samulis responds:

The "flea thing", which we nicknamed the "charger" likes to run towards you.

Most of the tricky stuff is about strategy and it often takes multiple "tries" to get through a level.

Ä°saac!