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Reviews for "40XX:Fight the future. (WIP)"

didnt went too far, kinda frustrating, but excelent game

First of all, I have to say that I love this art style and how the game looks, as well as how it sounds.
However, there are a few problems.

First of all, I don't know if this is just me but I feel like there should be a sign or something that indicates that you can wall jump because it took me way to long to figure that out (I think I died like 20 times, thinking you just had to jump really high to get to the block above the wall).
Also, for a game that requires your jumps to be somewhat precise, I feel like the movement should be a bit smoother, where if you stop holding down a button, you take less time to slow down your horizontal movement, to make it feel less frustrating.

There is also other small things that could be changed like the somewhat low frame rate in some areas and dim lighting, but overall, I do feel like this game could make its way to being very good! :)

I mean this seems like it would be a really really good game if it only had some more direction for everyone. I'd give this 5/5 if there's like a help/tutorial implemented in the full version.

It's alright, A few problems though, but you already know what they are...

I'm afraid my review isn't going to be very positive, but I promise it's coming from a hopeful place!

Pro:

- nice artwork! looks like a lot of work was put into it.
- music was pretty good on level 2!

Con:

- game loaded extremely slowly for me on Firefox, was stuck at title screen with stuttering framerate/music for several minutes. Seemed to start properly in Chrome. Could just be me.
- title screen music sounds like it has a mic picking up background noise accidentally. if it's on purpose, it doesn't seem like it.
- aesthetic taken straight from Hotline Miami seemed like an awkward fit combined with the seemingly unrelated setting, from what I experienced. (1980's cassette tapes in the year 4000+?) throw in the Castlevania 2 reference on top of the Hotline Miami and Mega Man X basis and it makes the game seem like it's a catch-all meme bin. I don't think you want that these days. much better to pick a limited source of inspiration and explore it more deeply.
- conveyance is a pretty big problem in this game all-around. it's a bit difficult to parse what you interact with and what you don't until after you've already run into the level and died a few times. (the blue squares next to the chef are supposed to be a glass window, but the nearly identical ones in the rest of the game are disappearing platforms? is that grey spire ahead going to be a background element or a platform to land on?)
- controls are too floaty and unresponsive to adjust your jump very much once you're already in midair. that's something extremely important to platformers loaded with instant fail states.

I suspect most of this wasn't news to you, and I definitely understand that it's a work in progress. Sadly, nowhere near twice as good as MMX, or even the fan game 20XX. Maybe some day it could be though! :D