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Reviews for "Wrong Turn"

It's a good game. I my problem though is with the lack of swords. Hard to progress with lacking swords. It's alright if the swords are scarce, but they need to be available enough that I can kind off progress.

FacemanFoothand responds:

I will keep that input in mind! Currently, the chances of a sword spawning in a level are around 1/3 so perhaps it needs to be closer to 1/2.

Thank you for playing!

Do items like swords appear randomly or only after the first six to ten levels? I never found any.

FacemanFoothand responds:

Swords appear randomly, so it must have just been bad luck. I have received some input about spawn rates so if I make a sequel to this game I will definitely keep that input in mind.

Thanks for playing though!

Interesting concept, but the turn based system could be paced better. How do you understand the spikes' movement? How do you face enemies? These mechanics, which have a cool potential, are left to the random chance of procedurally generated levels. A couple fixed levels here and there, especially at the beginning, make a far more engaging game!

Good conecpt and decent polish for the game. You take turns and you have to watch animated responses and you get the general idea of the game pretty quickly. Easy enough as long as you use your noggin a little bit to navigate and know that the enemies they change usually after your turn.

I like the idea you have here. One problem I encountered was that while the random dungeons are cool, you can spend the first several rounds (I went 4) without a sword appearing, which puts the player at a much higher disadvantage and becomes aggravating. The mob mechanics are well thought out. Another suggestion might be the speed in which the player moves. The delay allows for careful planning, but can be tedious. Perhaps, the player should be able to move faster, which puts him/her at a higher risk of making a wrong turn. Music is fine, but a bit on the sleepy side.