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Reviews for "Super Knight Quest (Demo)"

"I'm heavily considering giving you guys an extra level with enemies to mess around with the items. As is you only really get to the "good part" after the second level, when things like the spellbook give you three fire shots, two bombs, etc. and then none of that comes into play with the boss as much as it could."

If you haven't, you should put analytics in your game. I bet people aren't even going to the first shop. It takes a little too much repetition for people who is completely ignorant about what the game has to offer. On the first level, it really seems like you are going nowhere...

Like the art style and the paralaxing background and the blood effects

but,
- when it says press any key, it only allows 'x'
- not a fan of the Z,W controls, maybe set a custom key mapper?

squidly responds:

Custom key mappings will come in the full game. Right now, though, if you want to change a key mapping you can get the executable version and navigate to the plyr1c.txt file and change it there.

In all honesty, I'd give this two stars if this wasn't a demo. Since it is and I'd *really* love to see this improve, I'm going to be a little mean - all from a place of love.

First off, I love the concept. I'm a sucker for roguelike-likes, and the fact that it's a sidescroller is enough to get me to click. I think the aesthetic, while not personally my taste, is neat - everything is consistent, and I appreciate the contrast in muted and bright colors to signify what's tangible and what's just a part of a background. You already have a good variety of enemies and generated areas, too. I was a big fan of having to dodge both ninjas and wizards, and making a calculated decision on who to attack first.

However, there's still a LOT of stuff that I want to see worked out.

The walking is incredibly floaty. It goes beyond something like Dark Souls, where the continued walking cycle makes sense, and it makes me feel like I'm on ice. That also made the ramps uncomfortable; when I went down a ramp, I felt like I was going to tumble and slide off at any second, and when I went up, there was no traction to make me feel like I was actually climbing uphill. I'd like to see my character react to ramps like a human would.

The mushroom enemies, I don't like them. They're too... nothing. Maybe if there were more enemies surrounding them and I had to precariously maneuver through them if they were in large groups, but as it is now, they just sort of sit there and act like free money.

I see you did fix the gravity since yesterday, which is nice. The fact that I came back in the first place is a good sign for your game.

I don't think you really communicated the fact that you can jump on enemies' heads. I anxiously sat at the edge of a cliff for a solid for a solid minute before I went ahead and jumped on the little pinwheel enemy (which is adorable, I might add).

I think the game could be a little tougher. That might also simply be due to it being a demo, and you want to show off what you have to offer. In all honesty, the only real challenge was avoiding cliffs due to ramps. When I think roguelike, I think unbridled fury. I want to scream at my computer, swear off this game forever, and then go back to it after fifteen minutes.

My biggest complaint: what benefit is there in rolling? Dodging enemies felt like a fruitless endeavor. I could just as easily jump over the wizards' magic, or just hit the ninja before it came at me. I did see you added an item that could give rolling some use, but I don't like the idea that it's constrained to a powerup. Maybe with more enemies and more confined spaces, rolling would be more useful, but it didn't add much to this demo.

Overall, I still enjoy the product for what it is. If a lot of the major issues are worked out, I could really see this turn into something nice. I'll be watching out for it, and I'll be certain to give it a "yes" on Steam Greenlight. You have a lot of potential, and I really want to see this turn into something great (and frustrating). Seriously, please keep working on it. I'm rooting for you one hundred percent of the way.

squidly responds:

Thank you so much for this feedback. With these kinds of things I'd RATHER HAVE YOU BE MEAN because that improves the game. If everyone said "hey the game's fantastic and you rock, keep on it!" I'd end up with 100 angry Steam reviews saying "hey this game sucks and you suck, fuck off!" So I'd rather have it in the incosequential Newgrounds review section than there lol.

Anyhow, I honestly thought I had fixed the walking floatiness problem. I can decrease it more, though. I was trying to give it the Mario slide but I think I went too hard. The thing is that all the people currently really testing it right now are speedrunners, when I personally play this level it's a breeze and I'm jumping through it, can finish it all in less than two minutes, which is why when someone says "the walk is slidey" I'm like "well I have no idea because I never stop" so there's that. Something that makes me think you're not going fast is the roll - initially the problem was "what benefit is there in NOT rolling?" It makes you invincible, it's slightly faster, but it makes you lose control. I think you can go through most of the game without rolling, but it's a game changer when you figure out how to use it effectively. Ever worry about wizard bolts? Just roll through it. Air monsters? Roll through them. Etc.

Anyhow, as for the first level being easy, it's MEANT to be that way. The reason is that, well, it's the first level. It's one level out of six. I personally don't actually like it when I'm dying repeatedly on the first level, I want you to get hooked so you keep playing and see what the rest of the game has to offer, so the level was reduced in difficulty because, well, there's a whole rest of the game to kill you repeatedly in.

That being said, I do want to have a SENSIBLE difficulty curve. It's not easy, and in your case it looks like you might have found the level a little too straightforward, which is fine.

However, I would like to invite you to the Discord. I'm working on Level 2 right now and would love your feedback, I'll likely be releasing that there as a semi-private discord-only demo as opposed to on NG.

Thanks for the feedback!

Woah drama. I love Tyler's work, but really don't see the comparison here. This is definitely its own and the name quite obviously derives from super mario. It's a hop and bop for goodness sake (with some slash and bash).

Anyway. I like it, the style is cute, but I wish this demo had more exposure to skills early on. Right now it just feels like classic mario with a sword - not really fun. And if you are going to show off a demo, you should put your players right into the good action so they get a feel for the best parts of the game. I am a huge fan of roguelikes and I loved Second Wind though so I will definitely check back for more :)

squidly responds:

I'm heavily considering giving you guys an extra level with enemies to mess around with the items. As is you only really get to the "good part" after the second level, when things like the spellbook give you three fire shots, two bombs, etc. and then none of that comes into play with the boss as much as it could.

Seems good, bit weird controls but overall fairly decent game. not sure whats up with the guy below, I see no comparison.

4/5. good game.