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Reviews for "Crimson Keep Chapter 1 - PROBABLY BROKEN, READ DESC"

you can't see the stats of your powers in battle, which is a bit annoying
Also, if you switch to another tab while your charecter is walking, He runs into the abyss

I know there will obviously be a save available in the next chapter so I won't say anything about being able to save. The art is SUPER fucking good. I do many reviews on these types of games. I think this one is by far the best drawn and the animations look so good. The combat is fun and simple. I can get behind that, there is strategy involved which also works and I like that, too. You got a follow from me for future work.

Literally the hottest game I know. There's no way to unlock some gallery images if you didn't find them the first time around though. It would be nice to have it all unlocked once you finish.

Also the encounter rate in the main hall by the pentagram is atrocious... Kept getting into fights every two steps or so.

But damn dude your art is the best erotica I've ever seen. Chris Armin used to be favorite but honestly I think now he's got nothing on you.

introspurt responds:

That's high praise, since I've learned a lot by look at Armin's work.
The enc rate also pisses me off. I think I've found a workaround.
I'm working on an internal timer that will ping off so that you can walk for at least 1 to 1.5 seconds after finishing a battle before another battle can happen. It does get annoying when you take a single step and get into another battle.

This is really good. I really enjoyed it. The animations are clean and the combat is simple. This style of animation is also really good imo. Keep up the good work, can't wait for chapter 2.

in your next games make items in combat not consume a turn.
it doesnt make any sense to pop a potion for 70 hp to only get twat beamed for 100 in the same turn. Items can be used outside of combat, and thats great, and thats probably the only way to use them. I just think its silly that you are offering actions that are dumb and pointless. Or maybe you could make it that if you use an item, when your turn generates, it will start from 80/100 or 75/100, and go to 100/100 for your next turn, making item use consume resources, therefore demanding strategy, but it isnt as punishing as giving up your entire turn to lose hp.

can you make it so in the gallery we can see how many scenes are locked? maybe with grey hearts? Right now you have red hearts added for each scene unlocked, but, theres no way to know how many scenes there are. We can't assume four because the other people chars only have 1 scene. I recommend adding grey hearts, and have them turn red as more scenes are unlocked.

can you maybe leave a permanent objective line on the screen? I'm sure lots of people just skip through the dialogue and then not know wtf to do when the dialogue is over.

introspurt responds:

Using items has a faster recovery time than using attacks.
The smaller potions are mostly for use outside of battle, but only 1 out of the 4 items heals 70 hp, the rest heal more and can be used effectively in battle. Honestly, it would be way too easy if using an item didn't take a turn and I didn't want to make it too easy.

And I coded it to turn off attacks and only have tempt available if you get the Imp down to 1%. You can't kill her for the sake of the story, you have to tempt her to progress. The key is to get her down low enough to tempt successfully while using potions to stay alive if your tempts don't work... lightning shouldn't be available when she's at 1 HP though. I'll look into that.