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Reviews for "Superblade"

Procedurally generated mini-tile system where you fight one of 3 types of enemies... I'm not impressed. This feels really, really unfinished in a lot of ways. I generally try to dodge over-extremity when reviewing pieces, but I feel like in this case it is strangely necessary... and for that I'm sorry.
Let's recap what this game actually comprises of:
-No real preloader.
-A 3x5 tile system that randomly produces one of 2 real kinds of blocks: non-hazard and hazard.
-Pixelated art style, this isn't really necessarily bad, but it feels like combined with these other points it feels minimalist.
-A decent music track, but a tad repetitive.
-A high-score table
-3 kinds of enemies
-Questionable mechanics; I step on them I can't hit them but they can hit me. 2 ranged enemies that seem almost identical in actual function. Enemies immune to hazards (but for obvious reasons, this actually makes sense) and generally a one-life-and-die-to-reset system.

Overall, these mechanics feel really underdone since there isn't really a super-powered bulletin point or key feature. I know this was for a contest made with a limited time frame... but unfortunately it still seems like more could have been done. Please don't take this the wrong way, I'm not here to tear this down or drop destructive criticism, but I'd like to think these key points I've mentioned could help you next time you enter a contest like this or generally produce a work. This has proven to be bugless, smooth, and consistent... but the overall product lacks "wow" factor, or at least to me.

5/10, 3/5 ~WCCC

Excellent premise and for a couple levels, I loved it. Unfortunately, it has some loss conditions that don't just seem unfair (which can be taken as a challenge) but seem to be mean-spirited as well. For example: enemy ninjas kill you on contact. You are not warned of this in the description and their random movements make it difficult to attempt any strategy. Anything other than "rush their front" is just as likely to kill you by their random pathfinding as it is to leave you with no target at all.
Another issue: spikes do nothing to harm enemy ninjas and only slightly discourage them from occupying that tile, while they kill you instantly. I had one level generate a spike tile right in front of me with a shotgun ninja in the center tile. His immediate move was to jump forward onto the spikes(!) and fire at me, so they clearly don't serve as a mutual barrier.
Last issue: both shuriken and shotgun ninjas can kill you AFTER you win a level. If you land the first hit but they fired before dying, the shot will land just after your "victory" message and force you back to the beginning anyway. That's just mean. It's not a challenge or an annoyance, it's a buzzkill of the highest order.
So in summary, you always start in the same place but the enemy location and weapon is random, there may or may not be tiles that only serve to kill you and not the enemy, and two out of three of the enemy weapons can kill you even if you win. Oh, and you have to kill every attacker the same way (from the front, right in their line of fire) because you can't turn and their touch is apparently lethal.
Great idea, but please fix these issues so we can enjoy it properly.

Addictive and challenging, I can definetely see what they were going for, but this game simply lacks variation or the fun element.

I wanted to like this game, but I feel as though this game is immensely flawed. For example just walking into an enemy kills you, and you cannot hit in directions. The enemies can walk on hazards, and there's no weapons upgrades or stuff like that.

This game is truly polished, which sort of tricked me into thinking it was really good, but it's lacking some core design to make it truly good.

ok game but the guys with the flamthrower are too op and ninja dont use flamethowers