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Reviews for "Ghost Light Part 1"

cool i liked the atmosphere/animation the controls were aiight only thing i ddint like were the animations for the projectiles :!

Comacolors responds:

Glad you liked it. I'm guessing you weren't a big fan of the fact that the projectiles had no particle effects. I decided against using particle effects because there's so much going on in the levels already I was worried tonnes of particles would cause significant lag issues.

Thank you for the feedback.

Good game, simple, hard enough, fun... alsogood music and sfx
I hope the sequel improves, like a more bosses, more enemies, diferent types os levels, and a way of leveling up would be nice...
looking forward for a good story too :)

Comacolors responds:

Thanks for the input, I'm really glad you liked it.

The sequel will have new enemies, bosses, hazards and settings. It will be about the same length as part one, I do have longer games planned for the future though.

I feel like adding avatar strength would be a serious deviation from the gameplay style I've established, so I'm afraid I won't be adding anything like leveling up in part two. Powerups are something I'd like to experiment with in future games though.

all the controls were great so is the game play i loved it can't wait until the next one keep up the great work 5 STARS :D

Comacolors responds:

I'm really glad you enjoyed it. Right now I'm working on finishing up the lost levels and then I'll get straight to work on part two. I'm hoping to have part two out before March, but I don't want to rush it out and disappoint everyone so I can't make any promises.

Thanks for the feedback.

Definitely good. The game looked good, the music was pretty great. The difficulty was just right. The controls felt great and weren't the tiniest bit sloppy.

It was a little too short, but this IS only half the game.

One nitpick: The bosses were a little too repetitive. It'd be nice if they changed their behavior up besides just getting faster.

Comacolors responds:

I agree that it's pretty short. I felt like the game in general and the story in particular would work better if it was short enough to play though in one sitting. I guess I'm also more comfortable with people feeling like my game is too short than I am with people feeling like it's too long, because if they feel like it's too short they hopefully had fun the whole time they were playing, whereas if they feel like it's too long that probably means they got sick of it before they beat it and didn't enjoy the whole experience.

I decided to do that with the bosses because I wanted the boss fights to have multiple stages, but being able to observe the behavior of any enemy or hazard before you engage is in my mind a really important aspect of the game, and I didn't want to abandon it for the boss fights. I can totally see where you're coming from though, and I don't plan on doing any bosses like this after the Ghost Light games are finished.

Thank you for the compliments and the critique, I really appreciate it.

Very well done game. The story has elements that alot of great writers use to pull you along. You leave a sense of mystery while feeding enough information to want to beat the next level for the next bit of story.

I found that the collision is a tad bit off when landing on platforms. Trying to rapidly jump from platform to platform will cause a sort of mini jump rather than a full jump. Its something alot of NES style games suffer from so it could be the general style itself rather than lag or some kind of collision error.

Enemies were spot on in difficulty and clever usage of holes in terrain to allow enemies to be a threat both during the level and when your actually going to be shooting them.

The bosses were good although very similar in design. I'd suggest adding a tad bit of mechanics to your boss fights just for the simple reason it relieves alot of staleness from general level play. Your general design on the levels is very good and enjoyable but all the levels follow the same premise so the boss fights being a bit over the top will go a long way to making the game absolutely perfect.

Keep up the good work and remember someone who is able to bring together a game with both strong story and good game play elements is rare. Use that to your advantage in future games and perhaps it'll become a career ;).

Comacolors responds:

I can't tell you how encouraging this comment is, seriously.

First off I'm really glad you liked the storytelling, I think I've said before that I was really worried about it so it's awesome to see that people enjoyed it.

It seems like a couple of people have had minor problems with the jumping in this game. I can't promise anything but I'll look into tightening it up a bit.

I'm stoked that you liked that element of the level design, enemies being able to shoot through the level I mean. I was hoping the fact that they're plaguing the player throughout much of the level would make enemies that much more satisfying to violently explode when the opportunity finally arises.

I'm trying to make not just the bosses, but the enemies and hazards in part two more interesting and dynamic.

I really can't tell you how much I appreciate your comment, thanks man, I mean it.