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Reviews for "Mana Collectors"

Cool

A cool game and the cat elements can be fun lol no but really this was a good little shooter here some nice depth smooth looking graphics and fun playthrough it does get pretty intense too nice game

~X~

Very fun and interesting. Just wished you had added more color cause the color scheme is a little drab.

Nice games, artwork and gameplay style. I didn't like some stuff, though:

This is an easy game. Took me 3 days to beat the witch.
I couldn't understand most things, but at the end I figured out.
The best strategy? SPAM ATTACK! That's it.

Overall, like this. 3.5 out of five solidpoints.

Short and good for a single playthrough, the game does have its drawbacks, but I can see that there were at least steps taken to mitigate them. The drab colour palette and dull background makes one's place on the map difficult to pinpoint, but there is a minimap made to easily track yourself and the boss, so I never found it that difficult to regain my bearings. There is a terrible amount of chaos on the screen, but with the witch's shots always being red it wasn't too hard to always be aware of her attacks. The enemies also progressed to the point where it was hard to keep track of them, but at least the sameness of shape allowed me to understand that they were similar to other enemies and plan accordingly.

However, the game could certainly use a few tweaks to improve overall gameplay. Spell selection was a pain, and cycle menus should only ever be used when the player can pause the action. It would have been far easier to map each spell to a number button and have the player simply hold that to cast the spell. On that note, holding the button didn't really make much sense, and given that the game is more centred on keeping your mana bar full instead of timing an attack, all spells should have been delegated to a simple button press. Lastly while exp growth always gives a sense of achievement it should be punctuated by a visual cue to hint at the player's growth. The health bar and mana bar could have been set to grow out with each increase, and the use of colours can easily show players that spells have changed or grown with their levels. Likewise if the familiars were suppose to be different or better as you got more of them and increased their level I couldn't tell at all. Again a visual cue would have done wonders in a game that is so consistently chaotic.

All in all fun, if a little confusing, but still in need of some polishing. Certainly worthy of a sequel.

A nice concept, but the combination of enemy familiars blocking my projectiles and the boss having tons of health causes what could've been a speedy and chaotic game to be a slow, tedious one. The game doesn't keep my interest long enough to want to come back to it. Although, I did enjoy the enemies getting tougher as I wore down the witch. This still, however, added to the problem of having too many enemies on screen.