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Reviews for "GRAND ADVENTURE!"

this is really cool and im enjoying it immensely, but i have quite a few complaints as well. (they're in order of how i encountered them, so bear with me if this is a little disorganized)

1. you've gotta add a button to accelerate the cut scenes and text... it takes way too long and i had to refresh the page more than once due to my sound card issues (which made me have to replay the intro over and over again). also, you could think about having the text pop up in the background while still allowing the player to move. it's very tedious to scroll through this stuff when most of the puzzles are relatively self explanatory.

2. saves didnt seem to work at all, and the menu controls were really weird/ it was far too easy to accidentally select the wrong file even if they did actually load properly.

3. a sprint button would be really nice. walk speed is far too slow in general given that there isnt much to look at besides specific objects and single frame animations (which are cool, but the lack of animations otherwise doesnt justify the slow move speed) and its ridiculous that you'd slow the move speed even further for certain sequences. that's like running dwarf fortress at 1/4 speed... its pointless because the whole game is about the actors and how they interact, not making the player stare at them for extended lengths of time. past this, these slowed down sequences come right before a difficult battle like 100% of the time, making them much more likely to be repeated multiple times and making them dozens of times more irritating as a result.

4. z, x, and spacebar are not really the best places to put the controls. i cant figure out which fingers to put where, man. think about changing spacebar to c, at least.
transition from top down to platformer was a bit weird. i like that a lot of games have been doing this, but it needs some kind of an explanation (magic gemstone or something... this is a fantasy game so it shouldnt be hard to fabricate a plot device or a flash of light or something)

5. again, the text really gets in the way of the game. during the boss battle with the spider everything feels incredibly choppy because of how rapidly the game switches between the animations and the gameplay, as well as the fact that i shouldnt have to wait 5 seconds after every attack on the boss to read text that wouldnt take a second. yes, it's good for atmosphere and i like the script, but it's poorly executed and makes the battle frustrating. there are just altogether too many instances where the player is frozen or slowed down for no good reason while the game continues to progress around you. it'd be one thing if i had to get my blade unstuck from the webbing each time i attack, but instead it seems to be just an arbitrary waiting period. if you give the player something to do here, this wouldnt be so aggravating, but leaving me to sit on top of the spider for no reason while enemies advance is simply not skill based difficulty and isnt entertaining or challenging in any real way.

6. climbing ladders was a bit weird and i felt like the jump should have been a separate keystroke than just holding up at the top. it worked and all but it was sort of strange.

7. the moving torch or brazier or whatever that was repeatedly got stuck on the black structure in the forest, and i had to keep leaving the area and coming back to retrieve it. you should add a small buffer area that can be walked on but that the torches cant enter, much like most sliding block puzzles (see top down zelda games)

8. i know you mentioned that the 2nd boss is too hard, but wow, man.... that is just not fun. you should at least give the player a few life points as a cushion (like 3 hearts or whatever?) i feel like we all need a little bit of time to learn how to deal with the ghost's movement patterns, and i dont even feel like you need to nerf the boss much if you did this.

ill message with more later

Emptygoddess responds:

Thanks for the feedback.

I like the mixure of styles(normal art/pixel art), and the never ending cycle concept (very similar to The Clockwork King). It wouldn't be much of a problem if progression were guaranteed for each cycle...I'm in a state where I can find no more clues on the last orb(even after a blanket search), and it seems the only thing left to do is just play over and over to see if I get the third letter??

This brings up my question, how does that work exactly? I'm not sure but it seems I only get the letters that hints on the whereabouts of the orbs AFTER i get that specific orb. What's the point??

PS. Oh, much kudos, KissOfClown. Now I know where to find the last one.

Some bugs:
1. If you go into the graveyard( for the first time with scene arts and stuff), mute the game, then head straight back out without meeting the boss there, the music starts to play again. You'll need to mute it again.
2.I tried to place the orbs onto the hidden pliiars during the boss battle with only 2 orbs in my hand.
For each orb you place, you lose a life permanantly, and your speed goes down. Only after I placed the 2nd orb did I realize, there's no way I can beat him with that kind of speed, so I forfeit. When I'm back at the frontgate, I found that I had only 1 life left. The game did not reset my state properly.

I'd also suggest a slight modification to the layout of the level to the spider... It is fun but also kind of weird to see that the perspective suddenly going from top-down to side-platforming. Why didn't you simply make it like when you're entering the demon's dungeon? You know, press space, and the screen changes to you sitting on top of a ladder, doesn't that sounds more natural? But if that's intended, well, simply ignore this part.

The ghost boss? Piece of cake! You don't even have to hit him directly! You only need to lit the 4 torches. Hitting him with the flame has the same effect, but why take the hard way?
(Well you can add a medal on that if you want btw...)
Just wait at the bottom corners and deflect the flames to lit them. If he's coming your way from the sides, head a little up, or even go over the torch, and you'll be fine. Really easy!

Lastly, like everyone is saying, please finish this game. It's quite good despide missing the 5%.

Emptygoddess responds:

Very kind of you, sir.

Just recently got the ending where you rescue the princess. It's a shame the minigame and best ending you mentioned in reply to ReyPigman's review isn't in here, or I'd be happy to rate 5 after getting that ending. Maybe it could be added in with a future update?

Also, the save data progress bar seems to show that there are four letters, aside from the black, burnt and blood letters. What's the fourth letter supposed to say? Also, what does the blood letter refer to when it says "the secret the maze holds," if not something related to the best ending?

Emptygoddess responds:

It's referring to the best ending. I forget how you were supposed to get the last letter. They're all mostly hints on how to get the best ending. WHICH YOU CAN'T GET> AUUUGH! STupid... game...

I like it. It reminds me of the Adventure game for the Atari 2600. For the people having trouble with the ghost, you can reflect the fireball at the ghost and/or at the torches to relight them.

Emptygoddess responds:

It is indeed based on Adventure. A great game.

I love this game a lot but the problem is that you have to do the same things every time to get an ending. If anybody noticed and I'm sure some of you have, but the corpse hanging in the tree says something different every time you complete the game therefore there is more story, this is no demo like some of you have been saying. I know the game is only like 95% finished but, in each time I replayed it I would expect something different. Plus, come on you guys, the ghost level IS NOT that hard. I just continued to use the shield on the glowing orb in the middle and avoided the ghost, but I do admit for it to become a breeze I had to die like ten times before getting the hang of it. Other then all that this game is really awesome and the music is amazing but things are dragging on for me. Good luck to all the game players!

Emptygoddess responds:

Yeah. In a perfect world I'd actually want three different bosses for each of the three main play throughs.