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Reviews for "Voiceless (Legacy version)"

It's okay.... good effort into the pixel design and music. . . .but bad level design that is tedious. . . . more like OG megaman, honestly, but still..... ugghh....

old school nintendo hard, if that's what you're going for.

If the checkpoints were more strategic, the respawn faster. . . level design more momentum based. . . or two modes . . . .momentum and this one . . .it would be better.

This is more of a hard mode game. really strict. . . I say this as some one who enjoys the megaman x series, and some from the megaman series. Steep learning curve.

I played the blonde girl until I got stuck, then used the frog girl. I got until the timed wood structure area and the final drop column until I gave up. There's almost no room for error in that level. . .

edit: finished the last (4th) level with 1.2 seconds to spare.... no special reward, no character unlocked. on the third stage I saw the sign after the finish portal. . . .it said 08, but I didn't know if it did anything when I touched it.

i swear you have to be a musician to play this . . . lotta precussion rhythm. And i wish the controls weren't so slippery, with all the precision in platforming AND rhythm.

NIce game, but my movements i need to use being restrained to a rythm i can barely see with the platforming is messing my brain up

It's like a better Geometry Dash tbh. There's a couple of bugs, like Karu not showing up after dying, making it really frustrating to play.

Oh man, I really wanted to love this game, but boy was it a cruel mistress to me, haha! I'm a huge fan of rhythm games and such, and I like seeing combinations like Necrodancer and the like, so I thought I'd be a huge fan of this game. But gosh, I could barely make it past level two before I just left in frustration. I gave it a good go and tried to be patient, but I think it's a combination of platformers in particular not gelling well with rhythm-based controls (it felt so weird having to specifically time my double-jump for example, especially since the rhythm timing makes you fall a bit before hitting it which felt so unnatural), the game starting out very hard with spikes everywhere and complex mega-man disappearing platforms straight outta the gate, with practically no checkpoints to compensate for the difficulty. It's a shame! I really want to come back and beat this because it seems like it's such a good idea on paper and I feel like the game has a lot of polish to it and potential to make it work: I love the general presentation, I love the cool mechanics like failing a jump timing on purpose to get a boost out of it, and heck, I even love the goofy death animation (and thank god because boy did I see it alot). But damn, this game just beat me down, haha! Will have to work up the nerve to challenge this again.

The tempo-based platforming is interesting, but together with the tempo-based blocks it's really just too much.