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Reviews for "Monochrome Obstacles"

Solidly build, nice graphics and no lag here.
But 150 points? oO'' Even the medal collecting good players I know here seem to have given up at 10 points.
So it's not only me, it is though! I noticed that often I die because I'm not in position to reach the next gap. I think a bit more reaction time (horizontal view) to prepare my vertical position might make a good difference.

I also wish there were alternative controls like mouse clicks (spacebar is generally the most used key, hence is also the 1st key to break... and mine seems a bit bit broken btw :p)

You tend to restart a bit on this game and that was interesting was actaully pretty fun for the skill avoide type of game here, With the mechanics unpredictable when the gravity will switch but that gave it some challange but overall its a fun little game

~X~

After Roomryder I must say that I am a bit disappointed ;-) It is clearly some kind of a flappy bird mechanics clone, c'mon, enough of these! :-) As i see the subsequent obstacles are random and it makes sometimes impossible to pass some segments when in one obstacle the free space is near the down border and another one just the opposite - totally up. It is not possible to get there in a such short amount of time. Also about the direction change: when you are just hitting the spacebar when it happens it is an instant kill. Sometimes it even happens just before reaching the obstacle. Maybe make the spaces between obstacles a bit wider or slow the game down a bit?
On the other hand the game has very nice and relaxing music :-)
And there is something in your games that makes the player want to try again and again! ;-)

rawb1t responds:

To be honest, the concept wasn't planed to be like another Flappy Bird. But I had to face the fact, that my original concept was totally shit. But I definitely wanted to use the monochrome design and the changing gravity, so it became a little clone of FP. But that was definitly not the first intention.

About the difficulty to reach the gap on the top of the game, if the player is on the bottom (and vice versa): It is possible, to reach the highest possible gap, even if the player is on the ground. I tested especially this issue very often. The only thing is, that you need to be fast at the Spacebar. ;-)

If you reach an obstacle, which switches the gravity, just do nothing! Thats important. If you jump, you will crash into the obstacle, as you could see. ;-) I know, it tooks much time to get the controls right, but difficulty is the core of all my games, isn't it? ;)

would have been a lot more enjoyable if you didnt make this game impossible

Nope, didn't enjoy this. A shame because it seems lovingly crafted. But it's the gameplay that really detracts from the experience.

For starters, it is a flappy bird with gravity switch gates. Nothing that new there. To be fair its' presentation is well polished, with a lovely minimalist feel. The music is OK for the first few plays - but like all things, grows annoying on the umpteenth play. Mute button needed.

You don't score when passing through gravity switch gates. Seems unfair, since these gates force you to the edge of the playfield, making the next gate (which you can't see yet) potentially much harder to pass through. Maybe +1 for gravity switch gates and +2 for normal gates.

Didn't find the controls responsive enough (there is only one control!!) Sometimes when I press space it doesn't respond (especially near the top of the screen - if I press space near the top of screen, typically I lose control for a few milliseconds (and plunge to my doom)).

Game is too fast to really enjoy - this is kind of linked to the next issue.

Because the "jump" is a prefixed height that is easily larger than the gap in most gates, then if you don't have the correct position before reaching a gate and have to execute a jump mid-gate (as you are passing through the gap) you usually hit the top part of the gate. Combined with the fact that you only see the next gate as you are busy passing through the current gate, this makes the game EXTREMELY UNFORGIVING: you die a lot simply because you don't have the time to get your flappy-square into the correct position BEFORE the next gate to execute a jump that will make it though... To fix this you need to widen most of the gates and increase the forward view to at least 1.5 gates (i.e. as you ready your jump for the current gate, you can see the next one and plan what you need to do). Currently it's just as easy to aim for the +10 gaps (since these too require perfect positioning beforehand - but are far more rewarding).

Quite often I would die having "collided" with something. BUT since you freeze the position of everything before the screen fades out, I can see that my square has NOT come into contact with anything yet. Annoying since quite a few times I'd die while passing a leading or trailing corner... but I haven't collided with it yet, and I have no reason to think that I would have... (yes, sometimes I have to admit I would have collided with the corner - but it is those times where I'm sure I would have made it that is annoying). I guess you need to tighten the hitboxes??

No, I did not experience any lag.