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Reviews for "Erolon: Dungeon Bound - 0.15-Alpha"

Looks very promising.
The game has a very good visual style and a good tie, I hope to see a continuation in the nearest future.

"I could of sworn" = I could HAVE sworn*
Might be a good idea to make the backspacing linked to the backspace key, escape is not very intuitive.
And a question: will the story be completely linear? Or will you, for instance, be able to choose which romance options to pursue and which not to pursue? Not all people may be into furries.
And perhaps the ability to customise characters more would be cool, like changing hair/fur/skin colour and the colour of clothing/armour.
The art looks great already though, and the rest seems very promising too.

SexCurseStudio responds:

All characters have optional romance. You can choose a platonic route with them, if you so wish. Glad you are enjoying the art thus far!

Nice. A little short, but the art is good and sounds like a solid storyline. The text animations are a little slow, can be a bit of a slog, but not terrible. The main challenge will likely be balancing combat to remain challenging and interesting, without turning people away or becoming a grind fest.

It's short... But long enough to give some criticism and praise:
On the plus side:
- Beautiful arts.
- A sense of a "bigger world" coming in.

On the minus side:
- Though I love RPG with big ambiance, sometimes, there is too much narration (during the fights, typically... No one would speak that much while fighting a squeletton or while fleeing)
- The two first person are... Farmers ? In that dress ? Really ? XD
- A bit too much exposition. The game's lore seems rich ? Good. The game wants to show it all in your face giving you hundreds of details the characters should already know ? "OMG, an order of paladins ?" Bad.
- The reaction of the paladin about the temple isn't logical. "Oh, there's a temple hidden near the capital from where the squelettons rise and attack us ? Sure, I won't tell my order or anyone about it". At least, that would make more sense if the paladin was clearly in need of something from the temple right away.

At that point (since I can't exactly have more to comment on), I'd advise to make the dialogue more... Fluid. Less descriptive.

Exemple:
"We need to run back home, fast !"
"No, they might follow us there, too dangerous. To the city, it's not that far !"

And there it is... it's shorter and it feels more natural, more in tone with the urgency of the situation. No need to explain why it's better to go to the city, the player can figure it out. And if exposition is really needed... Don't do it during a fight scene.

Seems good so far, really like it, quite curious how the dungeon explorer part gonna be, its first person dungeon crawler? like Demon master cris and sakura dungeon? our some thing else?
also, there is some chance to have a female protagonist? (even if there is no male counterparts?)
anyway, I think its take a little to much to have some gameplay, there are some battles, but the battle system (or at last, what is showed) is so simple to be really enjoyable for itself, maybe should be a little of dungeon exploration when they find the temple, let the players play around with the menus and equip the sword, and the skeletons be the first "boss"/enemies, that make them go away from the dungeon, and continue the story normally, just for the game don't fell too text heavy.

SexCurseStudio responds:

The dungeon gameplay will be a top-down perspective, and the levels for each dungeon will be randomly generated. The dungeon gameplay will be arriving in the next major build.

There's no female protagonist in the game.

Glad you've enjoyed what's in the game thus far!