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Reviews for "Sticky Sam"

Looks like a cool idea (the sliding thing is a classic but it's always fun to me), but there are several issues with how the idea was developed.

- Many times, the level is a copy of the precedent one but with an extra part at the end. Minor issue, but it makes it feel a tad bit repetitive since I have to re-perform the same thing I just solved.
- Alongside the thematic bugs, there are several bugs that don't seem like they're part of the game. Many other reviewers already reported a few, mine was quite strange; I could move the character around, but it wouldn't interact with anything but walls. Spikes and teleporters were effectless, rendering me stuck in the level. I indeed had to stop playing there. Not sure what can cause this, a race condition maybe? (Relevant info : I have pressed escape once since I saw it was the key for the pause/menu, which didn't appear, so I went back to playing and realised the bug.)
- Sometimes upon dying (not sure if it's random or if there's a rule), I have to restart the entire stage. Never, ever do! Forcing the player to re-do what they already did is extremely boring and the best way to lose their attention! I'm not sure if it's a feature or an unintended bug, but in any case it is important to fix that. At least (if it's a feature), you would need to implement a life count system so it's clear to the player.
- The effects are cool but waaaaay to invasive. The small effects (like the fish-eye and intermittent "glitch curve" passing through the screen) were quite nice, but some really look like they were abused. For example, sometimes, when sliding, there is a clear visual & audio glitch effect playing. It looks cool, problem is it plays way too frequently. Considering how imposing it is, I'd recommend you don't use it more than once per level on average. You can, for example, play it when a level is finished or just started. (At the same time I don't recommend playing it too sparingly or randomly; it might feel a bit jumpscare-ish.)

Not sure if the jam had a harsh time limit, but if it did, it definetly played bad for that game. It looks like a nice idea, but it feels quite rushed and untested. I'd recommend to spend more time testing, polishing and asking people to test your games to have some user feedback - don't undervalue the user feedback!

Best of lucks for your next projects!

MostlyMadProductions responds:

I don’t usually respond to comments but I do read them all.

I understand all the unintentional bugs and glitches that people are experiencing along with the invasive glitch effect.

I am working on a project right now and I am still contemplating on remaking this game with improved levels, better user feedback, a button to enable and disable glitch effects, an actual pause button, a level select screen, Wasd for movement along with the arrow keys, lower frequency of the glitch effect, giving a better use for the effect, fixing all the soft lock glitches, adding a restart button, and making you restart from the start of the level and not for the start of the stage.

I do admit the poor level design and over excessive glitch effect but it was my 5th or so game jams and I felt quite pressured by the 3 day time limit.

So what I would like to know is if I fixed the game would it be worth it or is it better off if I just continue my next game instead. (If I do start fixing the game the current project I’m working on will be paused and not quit)

Thanks for the feedback!! :DD

Ehh... It gets boring fast.

Got softlocked on an arrow in stage 5, would be nice to have an R reset

*** Gave it another shot, and it skipped several levels and the end boss.

really great,but the lack of effects really made me feel lonely

I understand that "bug" was the theme, but the fakes CRT effects and sounds are annoying AF; dropped after finishing stage 1. Also, you have a nice soundtrack: you may consider the idea of giving it a seamingless loop and let it play even between stages, instead of restarting it every time.