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Reviews for "Delta Chase"

It's very hard to tell what is in the foreground or background.

HelperWesley responds:

I darkened the background to try and make the foreground stand out more, but I guess I didn't go far enough with it. Sorry about that.

It wasn't clear to me that running into a sign knocks you down, since it just cuts immediately to you being knocked down, and recovering from being knocked down was annoying since you immediately start running at full speed once you get up.

The gameplay itself is fun, and I think being able to speed up at your own will was nice. You could probably make it more interesting by varying the level layout and adding more obstacles, like maybe one that would require you to slow down to time its cycle properly.

Lastly, I think the dust particles lack polish, since they aren't pixelated.

HelperWesley responds:

A few people said it wasn't clear what was an obstacle at first, I darkened the background in an attempt to make them stand out more, but I guess that wasn't enough. Hmmm.

Slowing down is an obvious feature I never even thought about for some reason. lol.

And totally agree now that you pointed it out. The dust should have been pixelated, not just a circle. That would have fit in much better.

Graphics look pretty awesome, however disinguishing the background and foreground from the actual level takes quite some time to get into, i recommend you change that.
When you get hurt "respawning" sometimes leads to rather awkward situations, i fould myself in perma jumping respawn circles, i think it got caused my me keeping the jump key pressed after "dying", which meant I instantaniously jumped after i respawned, you could change it that jumpkey presses don't count for future jumps if you die.
Also for me it feels like you respawn a bit too close to obstacles, something feels weird about that, i think the problem is not knowing when exactly you start moving again so it's hard to react.

HelperWesley responds:

I may need to darken the background more, or change the colors a bit to help with the background issue.

Another person brought that up in playtesting, but I couldn't replicate it in engine, so I honestly don't know why that is a thing.... But disabling jump while you're still flashing might actually be the fix.

That last one is probably a skill thing, I played it so much while building it I knew the pathing. It probably needs to be tweaked for newcomer players.