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Reviews for "Voiceless (Legacy version)"

There is a lot of good that I like about this but in order for it to become much better theres a few changes I would make

Since this game is a lot like Mad Rat Dead, I think a downward slam ability would help the flow a lot more, allowing the player to string together long strings of keeping with the rhythm instead of jumping in place when they have to wait for something. This would also improve the general flow of the platforming.

Additionally, the crippling stun that the player gets when they miss a beat doesn't feel like a proper punishment, it feels unfair to punish the player so harshly for doing something that is fairly easy to do.

The last thing is that the music needs a change. The music itself isn't bad at all but what makes similar games like Mad Rat Dead work so well is that the rythm of the music is very well defined, and keeping to that rhythm feels like an extension of the song.

All in all a nice proof of concept that has enough differences to stand on its own, but is also quiet clunky and frustrating when put into practice.

This game has potential, but I think there's a couple of things that don't work in terms of design.

Playing the game I felt like it was hard to match my actions with the pulse. I think there's several reasons why I had such a hard time with it:

- The rhythm is not being accentuated in the music. If there was a kick drum or another element that stands out in the mix that matches with the rhythm, I think it would be easier to match my inputs with the beat.

- The movement of the character (moving left and right) is in free-time timing (read "The Game Pulse" https://creativehero.es/the-game-pulse-timing-game-events-and-music-events/), it's not synchronized with the music, so there's a disconnect between the music and the movement. Having played a lot of platformers, I'm used to inputting my jumps and special attacks whenever I want. The problem is that you're taking away something that I (the player) am used to.

- The game immediately starts out on a pretty difficult level. I think easing in the player using a tutorial will help them get used to the controls.

Another thing:
The player should never be required to reset the game because of a synchronization bug, if this isn't an intentional gameplay feature. A way to fix the issue of the music and game not being in sync, is to base your game events on the absolute time of the music. So instead of having two seperate timers: music and game, you derive the timing of the game events from reading the music's play position.
I struggled a long time with this problem, but it's pretty easy to fix if you do it this way.

Having said that, I think your game is really appealing in terms of graphics. I also think this idea could potentially work if you work on the points I've mentioned.

Wouldn't load :(

It's a cool concept, bur i feel like there could be so much more

the music really sucks, gotta be honest. does not match the rhythm based movement you're going for. the sound effects are too loud and are also too grating. reevaluate the auditory aspects and you've got something pretty cool.
everything else seems very well done.