00:00
00:00
Newgrounds Background Image Theme

ozziel94 just joined the crew!

We need you on the team, too.

Support Newgrounds and get tons of perks for just $2.99!

Create a Free Account and then..

Become a Supporter!

Reviews for "GitGirl: Battle Rainbow"

I was originally going to give this a 2.5 star rating, but decided to hold off since you seemed responsive to criticism. I am very glad I did. The recent changes made this a much more enjoyable game, and seemed to remove a lot of the frustrations I had playing it before. You obviously put a lot of thought and love into this game, and I look forward to seeing what you make next

Igmon responds:

Thanks! I'm actually glad to see some of these comments. First attempt at making a full-fledged action platformer may have been a little too much :P But in the end, I now have some nice foundations to work with.

My only problems are pretty much that A: I am terrible at this and need a wuss mode, B: I once died due to accidentally finding out that S changes ability (which at the time due to my inability to beat bosses so far was only Happy Star) and gleefully flew right into Tabitha's face the one time I was about to beat her (I like to experiment with games rather than run in knowing everything, but that made me cry.), and C: I find using Happy star to be a bit too difficult, it seems as a glider I stay on half a second before going "Later, bitch!" and have trouble jumping on it when I want to use it as a platform, so making that better would be nice. I may not be able to complete the game, currently, but it is amazing what I get so far. Keep up the good work!

I enjoy this game and keep coming back to it even though I frustratingly can't seem to beat a single boss. Nice gameplay otherwise though. Echoing darksnip3r's sentiments.

Also: Poor Molly, even if she does kill me every time. I think there's something wrong with that girl.
Hope one of the end game cut scenes has her getting the professional help she needs.

Igmon responds:

Thanks! I'm happy you like the game!

If you're getting stuck beating a boss, try to get upgrades from some of the levels. Most of the upgrades are obtainable even without any of the weapons you acquire from the bosses.

Having enough upgrades should make some of the bosses easier, especially if you get the armor.

Hmmm a platformer inspired by Mega Man? You might be onto something.

While I am a big fan of the Mega Man series I can say this isnt half bad. Controls do feel a bit hard to master but I assume you intended it that way, Guess I'll keep giving this a go till I beat the game so yeah not too bad!

it has all the makings of the great game; hand drawn sprites and backgrounds were beautiful, every stage has unique enemies and innovative physics: I mean, hell, you somehow got move-able block physics, slopes, moving projectiles, and wall hopping combined into one game, I cannot even fathom how you managed to get it all together and have it work.

But like what the others said; controls were hard to get into. I finally beat tankie girl; but not because I was skilled, but rather cause I collected the heart and armor in her stage to out tank most of her attacks.

Here are some major beef I have with the controls:
1. gitgirl has momentum, making it hard to change directions mid-run. If I want to take a sharp turn to dodge a missile, or take an U-turn to land on a platform, it's very difficult to do. This made platforming and dodging a lot harder than it looks.
I mean, Megaman didn't have this kind of realistic physics, and everyone agrees he's smooth as silk.

2. Gravity is too low, jump-dodging takes a lot of time to get used to. Also if GitGirl runs down down a slope she'll start floating off the ground and become unable to jump. I noticed this problem in Tankie-Girl's and Chea's stage with their sloped platforms.

3. GitGirl can't wall jump until her vertical speed is negative. This coupled with low gravity makes it sluggish to jump walls. This really bothered me during tankie-girl's boss fight, GitGirl couldn't cling onto wall fast enough to get out of harm's way.

In the end I was using happy star to bounce through a lot of the platforming segments, but I can't help but feel this isn't the way you designed the stage to be.