00:00
00:00
Newgrounds Background Image Theme

Avrram just joined the crew!

We need you on the team, too.

Support Newgrounds and get tons of perks for just $2.99!

Create a Free Account and then..

Become a Supporter!

Reviews for "Cathedral Nautilus: Virgiliath"

seems cool but the controls are too weird to use. could you add wasd to be used as movement?

MrDoth responds:

Yeah, I Will make the adjustment

Fun game. I find the main character to be kind of an annoying and insufferable bitch, though. I also find the game's choice of antagonist side to be... concerning. The game seems like some sort of villain-playthrough-type game. The main character sure as hell acts pretty evil and the antagonist side (correct me if I am wrong about this) appears to be Christianity. All signs point to the main character being the villain. The BioShock-like aesthetic is very nice and the world-building is almost as good as Dark Sword's world-building. (Please finish making Dark Sword, by the way.) I think it would be nice to see this become a full game, as Dark Sword is, as the gameplay was very enjoyable. Also, after defeating the snake thing, the main character repeats her last line of dialogue, and then the game just crashes. Is that supposed to happen?

MrDoth responds:

Thanks mate! I'm going to continue the Dark Sword development, I have fixed most of the things people are saying on the game, I think the crashing should be fixed now

it took me way too long to realize that running out of ammo kills you

MrDoth responds:

I have changed that! Please try the game again <3

"turned into into"

Camera needs a little fix

this can be built into a full game like smashTV

Hmm, as a lover of cool boss fights, I really want to like this game, but overall while it does deliver some flashy stuff and has a interesting back-and-forth health/ammo system, it just feels incredibly clunky. I suppose it's understandable for being made on such a short notice, but still, I feel like these issues have come up before in previous games so it's a bit disappointing to not see them ironed out yet.

*While I certainly like some juice in my games and this aims to deliver, this game is just overdoing it with way too much explosions and particles that the screen becomes a confusing mish-mash. I could barely tell what was happening: death always came as a surprise to me since there was no feedback if I was hit.

*While the camera zoom-in when you're sword-comboing the boss is a neat effect, it shouldn't come at the detriment of no longer being able to see the HUD: not being able to see my health or the bosses health makes this already confusing game even more confusing. In general, HUD elements should always be absolutely positioned and not influenced by camera changes.

*I feel like the way dialogue boxes should work is that, if you press while the text is being typed out, it should fast-forward to fill-out the text, and then await another press to move forward to the next box. In this, however, pressing while the text is being typed skips to the next box outright, making it frustrating to read at your own pace.

*I hate how you both can't hold down the attack button to keep swinging your swords, and that the rate of fire for swinging your swords isn't limited in some way: not only does that mean I need to keep mashing the key which can be painful, but it means that the game can be unfairly won by having an auto-clicker while people without dexterous fingers have a harder time.

*There's just a lot of weird awkward things, like being able to move and attack during dialogue or when you're fading back in after death instead of being locked down, weird delays between walking up to a door or dying and then the transition happening, not sure where hitboxes are, etc.

At its heart, this seems like it would be a great explosive boss battler, and I like where you're going: just needs some polishing and more fine-tuned execution.