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Reviews for "TRAILVOID"

I've played hundreds of IWBTG fangames...
I've never played anything as annoyingly precise as this.
props to anybody that has the patience to get good at this bc holy hell.
I think the main problem is the game window is way too small, have to zoom the page in a lot to have a chance. but when you do that it gets pretty blurry.
the yellow gates should go away instantly, there's a level that seems way too hard bc the gates take an extra 1/4th of a second to go away. 3 ships, 1st is bottom left and you turn right (bc if you go straight up that's the wrong way to do it) then you have to hit the 2 yellow orbs to clear the gates and turn left. but the gates don't go away fast enough and you hit it even though it goes away.
idk how else to describe it but
it's good don't get me wrong but oh my fucking god

cool, I believe

I like the difficulty of this game it was very hard,and the art style and music was very good,it is a very fun game good job.

i really wish the restart button was literally anything other than rmb. the mouse controls feel awkward, it feels like the controls were meant for touchscreen, but you can't restart with touchscreen because of the restart input being rmb. otherwise, it's a completely serviceable game. with how it's tagged as "hard", I'm surprised there isn't a limit to how many times you can dash mid-air. also, i saw a suggestion for a bullet-time meter, that'd be really nice.

Hrmm, I really want to like this, but man I had a rough start and there are some serious issues I had with the design.

First and foremost, please, for the love of god, stop adding all these silly flashy filter crap to your game like the curved screen and blurry chromatic aberration whatsit: it doesn't make the game look cool, it makes it look worse by making it actually physically painful to look at and difficult to read any of the text (especially when combined with the tiny screen). Sorry, I just see so many indie game devs overdo it when they get their hands on these snazzy filters or other juicy aspects: the game would look and read way better without them, trust me, the graphics are nice enough by themselves.

Moving on from that, the game really kind of throws you into it without any directions. While it did make it quite interesting to figure everything out, it did make the introduction quite frustrating (especially when coupled with the already mentioned physical discomfort from looking at the game). For putting so much focus on RMB to start, it's odd that it doesn't use RMB for starting actual movement. Anyway, even after I did figure out how the game worked, there still were a lot of silly decision decisions, like how you can see where your ships will spawn but you can't see in what order your ships will spawn (leading to inevitably losing your first run because you can't plan it out beforehand), and also the level order seemed really strange at times with suddenly incredibly easy levels being stuck inbetween hard levels, breaking the smooth escalation of difficulty. Also wish I could have the choice to restart a single ship's run, instead of having to restart the whole thing.

Having said all that though, when you get used to everything the game has, I actually found myself having some good fun. The movement system in particular, with the way it slows down when you're holding down the aim button and then the crisp boost from release: so damn satisfying! And I like the concept of planning out multiple routes to not intersect, and the way new mechanics like collecting keys throws an extra spice into the mix. Definitely a good game in there, it's just a bit hidden until your eyes adjust to it, if you pardon the pun.