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Reviews for "Goin' Mental"

weird game... and is very hard

samulis responds:

Do you think life would be easy if you were insane?

lvl 3 has a bug where sometimes the bomb doesn't re-appear and you have no choice other than killing yourself and retrying the lvl

samulis responds:

We put up an update to fix that. :)

Fine idea for a game. However, there are a few bits you may have forgotten.
Firstly, the /SOLE/ reason I lost the first ten times was because the head/mouth things kept popping up RIGHT on top of me, or in front of me. I also saw them spawn on top of the spike ball, too.
Secondly, the movement is fairly slow. Good for a small room, but sometimes it gets a bit... Just, I should say it should be a tiny bit faster.
Lastly, the eyes. They seem useless to me, except for score, and score hasn't been a big deal for me ever since the NES came out. "Atari was for score; but not any more." Remove them, or put them on the walls. I kept thinking they were dangerous.

samulis responds:

The eyes DO shoot little "bullets" at you... plus they're pretty creepy.

We'll look at some of the spawn stuff and discuss if it needs to be adjusted.

EDIT: There should already be a code in place preventing spawns right on top of you.

Excellent aesthetics, lovely music, great "story." I love the designs of his various paranoias and mental disturbances, and the means with which he kills them. I enjoyed the unholy sounds they made, along with the incredibly gory and might I say very entertaining evolution of the arena itself. The music steadily getting more and more insane from its very lovely "Elevator" vibe was also very nice to listen to as I killed unholy horrors with more unholy horrors.

Killing them was also very satisfying, though I have to say that the task is a hell of a lot more challenging than it should be, and unfortunately, this is because the mechanics, if I do say so myself, are mostly crap.

Don't get me wrong; it's very possible to win the game. Unfortunately, it is insanely (ha, I made a pun) hard to do so because your character is so large and slow, and the hit boxes of the enemies get insanely unfair at times. The level 3 boss was my biggest peeve, most especially how easy it was to get hit by either my floor roach or the huge tentacle bitey thingy. I suggest you reduce the size of the player, the enemies, and/or the hit boxes but do not, under any circumstance, enlarge the arena; I like the cell as it is: claustrophobic.

The ending was a bit too much of a mind fuck. I enjoy that the medal names give some clue to the true nature of what is going on (excellent work with the titles being disorders, by the way), but the incredible shortness of the final scene and the inexplicable roommate confused me way too much. A bit of clarity with what happened would be appreciated, like a slower panning shot security and an unfortunate orderly, rather than the ending as it stands.

So, in closing, excellent theme, art, animation, music and sounds; improve on the gameplay, and we'll have a real twisted good time.

samulis responds:

Thanks for the feedback and for notcing the metal names. :)

The hitbox is only around the player's feet actually... you have to take prospective into account. For example, the worm can only hurt you when it's attacking or when you touch its base. Every single hitbox in the game is smaller than the artwork. In addition, the character speed isn't really that slow... it would be unfair if you could just zoom around without a worry. Even at this speed, the game is still easy enough that every enemy can be dodged or outrun (except the charger, but he's very easy to dodge).

lol!tricky shit this is...

samulis responds:

Description doesn't say it's easy, does it.