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Reviews for "The Adventures of Kincaid (Tech Demo)"

The game is amazing! But it needs some way to look below you before you jump through a hole because it would be frustrating to jump on spikes accidentally.

CookieDraggy responds:

Yes, the camera is something we will work on. It is way too simplistic right now. The next few builds will focus on Kincaid's maneuverability and the camera system. When we have a fun player character we will focus on fleshing out the world around her more and more!

I like this game, do you think there will be a male as a playable character in futue builds?

CookieDraggy responds:

Unfortunately, not planned! The volume of stuff I'd have to redraw would be way too much for this! :c

looks very promising, its a good demo, I would recommend giving more vertical space to the hallways as you cant avoid the proyectiles because there is no room to jump

CookieDraggy responds:

I should have made it more obvious but you can swat the projectiles out of the air! Next version will have ducking. The animation for that is already done. ^w^

this is very promising; i hope there's a saving mechanic planned to be implemented, cause i like exploring and seeing what all is possible with these kind of games as well as making progress. however, i will note that after the first collectible in this tech demo i was kinda stuck, wasn't sure what to do afterwards, but i i ended up messing around with the various enemies, so far the green ones are easier to kill, but annoying to dodge or try not to take damage from.

After finding the switch to open the door to the temple, you're unable to jump back up because of that platform that's over the hole in the next screen. It's not immediately clear that you're being blocked from jumping up higher because of that platform, and maybe a bassy "thunk" noise, or even an animation to indicate our character is being blocked by something on the next screen could help it read in level design what you're supposed to do to get out of there. Even just adding a visual platform or something blocking your path on THAT level's screen.

I encountered a bug not long after inside the temple. On the screen with the first heart, the only way to proceed is up, again. I jumped straight up just to get a lay of the land, because the thing about that mechanic is you need to know which direction to land first, so it was a scouting jump. I think I saw the next screen for a split second, but when it went back to the initial screen from falling back down, I got stuck right there on the border. Hovering in mid-air, split in half. My legs were acting like it was standing on ground, but I was unable to jump. I could attack, I could turn around, and that's it.

Either include a ladder mechanic to take the guess work out of blind jumps, or design it so that you're descending instead of climbing, because jumping upwards blindly, in this format, is lending a janky feeling to the overall experience.

CookieDraggy responds:

Hello and thank you for playing my game!

The blocked jumps near the top of the screen are a temporary solution. The next build is going to have jump-thru platforms to prevent these issues! ^w^