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Reviews for "Reverie"

Im kinda stuck in a place where the block is blocking the way I walk so and I don't know what to do.

I like your design for this game and its unique game the problem is that it causes so much lag in the game that when you make a mistake in any of the puzzle you have to repeat it all game. which gives me so much irritation that forces me to give your game a 4 stars rating but it if you could only fix this problem. I'm sure many reviewers will review this game much more positively and rate it more higher. pls add more to the music to me the game more interesting. keep up the good work.

Beautiful and atmospheric game.

I for one would have loved more of a narrative. Sometimes less is more, but sometimes less simply is confusing. The symbolism as the levels progressed could have been more embellished, and a lot more could have been done with the dream mechanic than simple platforming aspects. If you polished this up, added a more comprehensive storyline, and maybe dabbled with the dream mechanic (like with Braid's time mechanic) you'd have a legendary game.

As is...I'd say it's decent, but feels unfinished, honestly. It left me wanting more rather than with a feeling of accomplishment. And that lack of fulfillment with the ending is what stops it from truly reaching its potential. 4.5/5

ladace responds:

Did you try pressing F at the end of the game? Maybe..Er....

Heads up to the author, the game is unplayable on lower end machines. Game freezes up on my netbook due to to much CPU usage of the game. Consider adding in quality settings that effect things beyond the quality of vector rendering (right-click > quality >low had no effect, still froze up. If you're using any movie clips that have post rendering done to them (adjusting hue/sat/dropshadow/etc), have an option to disable them. Anything that is being blurred in real time by flash is a huge framerate killer on even decent machines, but on weak ones it makes the swf unplayable. You can still maintain the same look by prerendering it. You'd need to create a 24-bit transparent .png file of the effect, rather than having flash just generate it. then overlay the png as just a regular graphic (or movie clip) and have it's opacity animated. Would increase filesize, but decrease cpu cycles for end users. You could counter act this though by starting the game once only the elements that are required to play the first level have downloaded. By the time you get to the end of that level, the rest of the elements should be done. You could put a 1 frame of code to check at the end of that level, if the user is on dial-up they would just wait for the download to finish at the end of that level.

Also I should note the freezing up occurs on the third stage (with the door, then ledge, then huge drop) in normal view. And it especially occurs in the J view on all prior levels. So whatever you're doing in J view it's really effecting slower machines.

If I ever meet the first man to put ceilings in a platformer I will personally break his hands so he may never wreak the worst thing to happen to them upon us all.
Seriously, a fundamentally great game and, yes, the controls are so responsive its beautiful not to mention this game has a simple, elegant twist on platform gaming but Blam ceilings in platformers. Blam them to hell.