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Reviews for "Mo' Mentum."

Well it's nice to see that you two finished up the game but the difficulty curve has really gone up.
I'm glad to see that you adjusted the platform section so that the platforms are registered before the screen starts moving up. The perks for being mutated work well, and it's nice that the screen will follow your speed now.

My only real complaint would be the spikes. Spikes are now everywhere, even in the falling boulder sections, and sometimes overhangs will force you into spikes. In the first version, health acted as a restraint but didn't hinder the gameplay, but it really limits the playability in this one. Health pickups would be appreciated.

Overall, the game is still good, but it is a bit more annoying than before. Though that won't stop me from playing it.

0Hayes responds:

Thank you so much for sticking with the game! Were going to be adding hearts so that although you do loose health you'll be able to regain it. If all goes to plan they will be in game by tomorrow so make sure to check it out then =]

This game is challenging with different obstacle courses for the character to survive along with very limited health.
However, the health makes it a little too difficult,three hearts are just too little if there is no way to recover them and to make it worse,boulders that cause one heart to be lost per hit,no matter how small it is.It is either that there are more hearts to start with,some way for the character to recover,smaller damage(a health bar would be better to show this),a better way for the character to attack the skeletons and possible,kill that hideous bunny in mutated form by running into them or something.In mutated form which also runs out quicly could enable the character to be invincible against damage(but then,in this game,the levels are randomly generated,so a luckier player will find more orbs to stay in mutated form.)
Anyway,this game is not bad although its visual quality could be slightly better.

0Hayes responds:

Hey I've been finding it difficult myself too, we've just added so many obstacles over the last few days they its got pretty hard. So after the comments we have received were going to be adding heart pickups in game. Thanks loads and stick around for the update as it should fix the difficulty problems,
Cheers

Intro was very polished and compelling. Game play is very choppy. After one play, I wanted to quit and never come back. Perhaps a tutorial or practice round that exposes the player to much of what the game has to offer could keep people interested. There is SO much out there similar to this game play that I do not know what makes this any different and or interesting?

0Hayes responds:

I'm sorry to hear that the difficulty put you off so fast, were currently working on fixing it by adding hearts. If your able to play it a bit longer (which I believe you will when the difficulty is fixed) you will see more of the features we have added that make it stand out from the average run 'n' jump.

Hopefully this update will entice you back to play again, it should be in place by tomorrow! =]

the tutorila signs freeze up t times and i couldnt run past a few feet in the tunnel because of the signs inability o lose

0Hayes responds:

I'm not sure I understand you. It seems that you were unable to see the writing above the sign that clearly states "press enter to close". If this isn't the case and it is due to a bug please let me know.

Well..

I did think it was a interesting game. But I also felt it could really use some finessing. A few things that I thought would be nice:
1) Health pickups. Even if it is just the occasional single heart renewal. You are bound to get hit in this game, it would be nice to have some way of getting health back.
2) I didn't really find the mutation all that helpful except when climbing the vertical parts. And even then it wore off way too quickly to be of any great use. The fact that it cut your damage in half was completely negated by the fact that being larger and faster (with seemingly less control) made you more than twice as likely to hit spikes or be hit by rocks durring the horizontal section of the game. Consider one or more of the following:
- Make the mutations permanent reduce the overall number of orbs, but make the mutations permanent, give multiple types of mutations (maybe an upgrade system or randomized).
- Simply make the mutations last longer and keep the overall orb frequency the same.
- Add health when adding mutations.
- Reduce the damage taken further while mutated (this would work particularly well in a multiple mutations system).
- Add health regeneration as a mutation.

3. The randomized maps. Any type of game where you have to be thinking about what you will do ahead of time a randomized map system can become frustrating more than anything. There were several instances where simply the random events on the map made it very difficult if not impossible to avoid damage.

4. The kill 5 skeletons in one run (broken bones) medal did not work in game or out of game. I killed 7 in one run and nothing.

Again I think the game itself is interesting. It is a fun concept and for the greater part the game seems to work and feel pretty good. It could just use some finessing/tweaking to make it really good. Best of luck keep up the good work.

0Hayes responds:

Thank you for spending time to make this review. Its been very helpful and although we have been planning on adding some of these features such as health pickups you have brought up allot of very interesting concepts that I'm sure we will be taking inspiration from.

Thanks again,
Rob