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Reviews for "No Name"

You can't have broken controls on a platformer and being touched by a enemy make you die in loop.

This game doesn't quite feel complete yet. The Limbo style graphics are good and atmospheric, but the controls are extremely unresponsive and awkward even on the main menu, and the game's crying out for some audio- and now it's just froze on me completely. On the plus side, it feels like this could be a good game if you have time to improve on these things.

The scariest enemy you'll face in this bland platformer are the extremely unresponsive controls and the broken engine running it. Between the cheap, random difficulty spikes and stock assets that don't match, there's not much to keep your interest.

(Dev advice):
1. Make sure no scripts are getting in the way of player control. It could be a problem created in upload, compression, direct execution-- anything. Check and double check everything.
2. Stop using color to designate collision. It's lazy and causes too many issues. Enemies, walls, and floors should all be separate and individually coded. Not to mention, if the goal of your game is to have a silhouette motif, it's going to have even more trouble.
3. Create an actual goal area rather than relying on leaving the current play area. Leave it just outside the window, still reachable by a mvoing player. I was able to skip the second area by scaling the wall on the left.
4. Make your own sprites. They need to be yours, fit the theme, and be consistent. Make several sprites for any given object. The more moving parts something has, the more life the game has. One of the dead-giveaways that you were using stock assets was the blatant differences between the playable character, the map, the obstacles, the rats, and the birds (all the things). The PC didn't fit the theme, the birds were the only multi-stage enemy, and the obstacles
5. Create (or download royalty-free) sound effects for different actions. I recommend creating a "stillness" in ambience and making player-caused sounds crack and resound. Sound design is CRUCIAL to creepy/horrific games.
6. Make something unique. It can be a game mechanic that sets you apart or a story element, but it needs to be yours. If your goal is only to make something "passable", then you've already failed. Make something great.

(Sorry for the harshness, but I believe criticism is the catalyst for all subsequent judgement and improvement. You don't learn anything from a 5-star that says "good try", nor do you learn anything from a 0-star that says "this sucks".)

Would be creepier if the controls actually worked, but jumping fails half the time.

The start screen took too long to load.
The controls always hit or miss, and I have to spam the arrow keys to actually move forward instead of holding.
Everything is just distorted stock images with nothing to them.
I honestly thought the game crashed when the delay to the next level happened.

If you stand on a rat for a while, first time the death animation plays you won't respawn, you only respawn when you jump off of it.
There's this snake in the level when keys are introduced who's covered up by the terrain, and when he's covered up and jump, you'll die.

This. (go to https://goo.gl/th33GM for the pic)

Why don't mice have animations?
Why does this game make me want to vomit?

I just can't review it anymore.

Goodbye.