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Reviews for "Elementalist: 0"

I think it should have a volume slider for music and sfx, otherwise it's a simple game.

Franuka responds:

Yes, that's a feature I'm planning to add on the next game (a bigger version of this one).
Thanks for playing~

Feels like an arcade game, which, as we all know, are super addictive. I had a BLAST playing this. One of the drawbacks though, is that it's kind of like you're EXPECTED to get the double jump as your first upgrade, as getting up to the platform to kill the bats is really annoying.
I also feel like I'm playing as a boss, with big HP and (slightly) powerful attacks.
Take my quarters away!
Also I found a bug with wall jumping:It lets you jump after wall jumping if you're in the air.
Edit:Thanks for responding, this pops up in my notifications now so I don't have to search for it :D

Franuka responds:

Haha thanks, I can definitely see this on an arcade

It seems like I can't collect ether no matter how many times I die. Can somebody help me?

This has potential, but you should consider some other buttom mappings.
I do understand the use of zxcv for various actions in a lot of games, but it's just a bad layout. It's cramped and inconvenient down at that area of the keyboard. Not to mention the complications it causes for those who aren't using a QWERTY keyboard.
Sure, you have J and K as an optional layout, but that makes it even more inconvenient for those who are on a laptop, as one's palm would then be resting on the touchpad and it's buttons, potentially causing interference with the game itself.

neither in-game nor in the game's description have you included information stating that the player can walljump.
Granted, it's something most people will figure out on their own after a few seconds, but there are still those who lack sufficient brainpower to figure these things out.

The gameplay is fairly simple. You can hack and slash at your enemies, or you can stand at a distance and hit them with fireballs, albeit with less damage output than you get through melee combat.

I found myself standing on one end of the room, just constantly spamming fireballs with little to no issue. That is, until a kitsune(?) spawned on the ledge above me. Though I was successful in dodging it's triple fireball attack, I ultimately met my demise through contact-damage with it as I tried walljumping up to hit it.

To limit players from constantly spamming fireballs, you could probably add in an MP system, possibly with MP-regenerating drops from enemies.
Some HP-regeneration from enemy drops would also be nice, though it might end up making the game a bit too easy in it's current state.

Franuka responds:

Thanks for the feedback, I appreciate it.

I understand the potential problems with the buttons layout. I personally find them comfortable, but each person prefers it different. I'm planning on adding button customization on my next project. It just wasn't on the scope of this game, since I wanted to keep it as simple as possible (it's my first finished game, haha).

I'll add the walljump feature on the description.

Fireball spamming won't get you very far unless you really invest in the upgrades. Nevertheless, I'm considering adding an MP or cooldown system for the next version, along with more skills/spells. Same for the HP drops, and some other powerups.

Anyway, thanks for your input and for trying it :)
Cheers~

the game is fun but its construction is not, I wonder why throwing fireballs suspends you in the air, it's a lot easier, in my mind, the sword and fireballs should have more attack power and finally the biggest disadvantage of the whole game is the fact that you can die stupidly to monsters it only takes a fraction of a second to reach you and it shouldn't be like that, of course it is included in the overall structure of the game and its possibilities and the last drawback: when I get to the boss my life is almost exhausted and now I usually die and I have about 1500 coins which I don't have anything for spend, everything is practically bought and I repeat, there is nothing to spend on, wouldn't it be better to give more power to upgrade to a sword and fireballs? The game is really fun but badly balanced, someone who does not play precisely (like me, for example) will never kill the boss and there is no money left to spend on

Franuka responds:

Thanks for your feedback and for playing the game! This was my first project, so I tried to keep it as simple as possible, but I'll definitely add more content and upgrades on the next project (which will be a bigger version of this one).