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Reviews for "Lost Galaxy"

BORING!!! I thought this would be something fun to play >:( Put action on this game and change the controls to make it fun!

Good game loved how you put the medals with more than 5 points i will sugest it to my friends

Nice idea rendered almost unplayable, has this had proper gametesting?

The autogenerated routes are often ridiculous (walk right through laser beam or into a robot) so you end up moving square by square anyway. But clicking to do this is frustrating, we might as well use keyboard control instead. So the (compulsory) point-and-click control doesn't really add anything. It was bad enough for me, would be far worse for anyone playing on a laptop without a mouse and using a touchpad instead.

There were some ridiculous bugs - the game freezes when you die on a teleporter for instance. It was very difficult to time movements because the player freezes for a short duration after completing an action (shifting a block, or after teleporting). I suspect this was deliberate, but doesn't add anything to gameplay. Collecting the stars doesn't add anything; a running total of stars is especially pointless because you can always just replay an easy level and get a high score that way if that was what a player wanted. It would be better at the level selection screen to give details of the "most successful" way a level has been completed (e.g. 2 out of 3 stars collected) and leave it at that. That would at least add a little replayability, and allow players to choose whether they aim for perfection or just to move on to the next level and go starless.

Collision detection seems to be deliberately weird - e.g. how to move a block down a corridor three squares wide if a bad guy is patrolling side-to-side? You don't have time to sneak the block past him. Instead, just push the block through the middle of the corridor. When the block is in the baddie's row, he is trapped in one square on the side. Then push through again... you are now standing in his row, he will immediately come into your square, and nothing happens! In fact you can stay there and let him keep on running over you, with no collision detected, and you can shunt the block further down the corridor and to safety. Since there doesn't seem to be any other way to escape in these situations I presume this is the intended behaviour, but it's utterly unintuitive when usually even a slight mistiming resulting in a glancing scrape from a bad guy will kill you.

Level design didn't do justice to the gameplay mechanics. There seems to be no correlation between the difficulty of a level and the number of stars available as a reward, and in some levels the stars require a high-risk manoeuvre to collect while in others the stars are positioned so easily they are bound to get collected. Often a level has a very long puzzle stage - an elaborate sequence of shunting blocks around - followed by a very short "skill" stage, in which it's necessary to dodge or sneak past some baddy to get to the exit door or pick up the last stars. Getting caught out in this stage is terrible, because you have to replay the level again and repeat the dull block-shunting. The puzzle element basically has no replay value because once solved, it is a very mechanical and long-winded operation to push the blocks around. The skill element might have some replay value, but tacking it on at the end of a level just adds frustration. If you want a distinct mix of "skill" and "puzzle" in a level, then put the skill bits at the start. If the player fails at it, they restart and get another chance, without having to replay the bit with no replay value.

Shame that this submission has a solid basic idea for the gameplay mechanic (not at all original, but it ought to work) and the graphics are okay, but it just isn't rewarding to play.

dude, i loved it~
easy enough to make me want to finish it!
still took me like 30 or more mins...
love the fact that the medals worth 50 and 100 points, nice tech~ ;D

Too slow, too boring, too easy.