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Reviews for "The Legend of Quintavius"

Its really fun.
I do think maybe adding a little more variation in combat, like new spells or more empahsized variety in your allies fighting styles could help the game feel a little less repetitve.

In the dragon boss fight, taking away the pillars and slowing down the dragons fireballs speed could make it more exciting, with a focus on dodging rather than hiding the whole time. Maybe a second phase for the boss fights two? The dragon could have one or two new attacks, like a flame laser or physical attacks like swiping the player? Maybe moving around.

Idk, you've done alot already of course.

I am a little annoyed by the secrets. You only have one chance to grab the first one, because if you miss it the prologue save point starts after its appearance. And some are really hard to find. I still only have 9 and I've been looking for like 45 minutes lol. Maybe having some kind of guide for them would be nice.

Oh and the rainbow wizard secret soft locks the game, you have to reload the page to get out of it.

Its a really good game, I like the story, the sprite work is beautiful, and though the enemy variaty is a little lacking its short enough that thats not really an issue. Great work!

ImmanentDeath responds:

Oh, I did try to make the dragon swipe at the player with her claws. It just didn't work out. The rule of cool has to be a justification for something, not the reason for it in the first place (and rigging is hard).

My reason for hiding from the dragon's breath is because it makes her feel much more threatening. You see her lean forward and know that you better find cover or you're toast. I'm trying to create the same feeling as the dwarves running from Smaug in The Hobbit.

I'll see what I can do about the wizard secret and the first page. And I have been thinking about a guide to finding all the pages. It seems weird because I'm the one who hid them, and I don't want to ruin it for anyone who wants to find them themselves, but then they could just not read the guide.

I also tried to spice up battles by making monsters regroup and adjusting speed and health slightly. I'm just working with what I have because I literally can't fit more content into this game, there's too many files. So I'm very happy that a lot of people love it and are suggesting more of it, because I want to make more games like this, too.

It's perfect! How wonderful to have such terrific music, gameplay, and narrative in a free game such as this. I wish I could make games with animations like these and the dialogue is well written to the point that the cutscenes brought me chills, in a Tolkien kind of way.

Question, are any of the paper collectables in fights? like, are there any we would click on during one of the battles to collect or do they only appear during cutscenes? I have 8 right now.
Also, nice rainbow wizard on chapter 0 (click prologue twice in chapter select i think, then check chapter select again and there should be a chapter 0 labelled "???")

ImmanentDeath responds:

You found a secret! And there is only one page in a gameplay scene, the rest are in cutscenes. Some of them are pretty well hidden, but you'll probably see that one as soon as it's on screen.

I wanna download it :(

Really great stuff!

Finally a game that allows to run around in a larger party xD

Some things I realized:
- Quintamus or Quintavius? I guess in the drawn title Quint"avi"us looks like an Quint"am"us, might consider setting a pixel line of space between the a and the v instead of connecting the letters
- All "cinematic" movement interactions seem to have the same "wait" time between animation changes, especially when walking around. This could be overworked to make the animations appear more fluid. Especially the "Quintavius-is-scared" cinematic part suffers from being a bit lengthy because of this.
- I personally do not like having to press an action key twice to go to the next text dialogue box (one for speeding up text appearing one for next text) ... but then again of course neither do I like to miss text.
- the "Try again" after a death could appear a bit faster - or, keep it's fading it at the current length but let us already activate it before it fades in - for the impatient among us ;)
- The dragon battle seems to suffer a bit from the dragonfires burn damage. -SPOILER- I ended up hiding behind the top pillar during an attack, going down and left, shooting 2 or 3 shots and going back behind the pillar, which felt a bit tidious, especially after dieing a few times. Of course, magical dragon fire can burn hotter than hellfire, but still a shorter burn time would be appreciated I guess ...
-> All these notes are just minor issues ;)

You did it, gj ;)

ImmanentDeath responds:

I'm right there with you with fancy cursive letters, sometimes they're hard to read. But that's why I have it spelled in plain text in plenty of other places, and the title can just be fancy-looking.

Sprite movements and animations during cutscenes is something I will definitely fine tune even more in future games. There's so many variables that go into it, and it's so dependent on timing, especially when scenes are synced with the soundtrack. And it's very subjective, too. I just went with what felt right to me.

My cheat for skipping text is to press space and click the screen at the same time. You can really fly through dialogue that way. But this also sounds like a good feature for a more rigorous dialogue system if I ever get around to making one.

I'll see about speeding up the game over screen, and doing something to alleviate the dragon's DoT. Right now it's the same as what Quintavius applies to monsters, 5 seconds of taking damage every second, which is reset on getting hit again. Thanks for suggesting that, because I did wonder if that battle would feel too repetitive.