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Reviews for "Deeply Lost"

I appreciate the unique direction of this game.

My feedback:

- Love the art style, and the custom loading screen.

- Player movement speed is very slow

- The art style is very cute, but it makes it hard to "read" the level (symbol language).
Especially there is not much difference between foreground and background, things you can interact with or not.
This is both with values (light/dark) and colors.

I think it would be possible to keep this style and at the same time make it a bit easier to understand what is going on.

- There are lots of "decorations" on screen, covering the level, which is distracting. (Again, interferes with the "readability" a bit too much in my opinion.)

Maybe they can become semi-transparent when the player passes under them?

- The player's hitbox is unclear. (Seems to be just the pants?)
That wouldn't be a problem if the game didn't depend on precise manipulation of the hitbox...

(I saw in another comment you said you didn't want to make the player smaller. Maybe you could give him a circular shadow that's the same size as the hitbox?)

- Re: "precise manipulation of hitbox" For example in level 8, a snail (?) has a short path, and you must pass it with quick reflexes and precision. I died probably 20 times to that snail.

Typically that kind of gameplay doesn't really fit in a puzzle game. Though in this case it's made worse by hitboxes being invisible and significantly different from the sprites.

- I noticed a significant spike in difficulty with levels 8 and 9. Maybe there should be some easier levels with enemies first?

Overall pretty cool concept. I think it needs a bit more "user testing", a bit iteration and polish. It could be really good!

---

P.S. You said in another comment that you found Flash 8 limiting. I made my game in Flash 8 too, I am curious what you found limiting about it! (I am interested in making more ergonomic 2D game engines.)

Alejandro-X-Azul responds:

Thanks for your review
So, the decorations covering the levels is partly intentional to make it more challenging, for example, in some further levels like 16 17 18,, I hide some objects like Keys or stars under the decorations, stars hidden in bushes and so.
And for the hit box, it is an issue, it is easier to manage it with the blue guy because he is smaller, maybe for the hit box I could make an option in the game for that but I will have to revise that if it works with the enemies too… we will see.
Also, I’m glad you mentioned it,the game is not entirely a puzzle game, like it has puzzle features like the keys and the levers and portals and things to figure out, but it also has other features like reflexes or timing, is a combination. Just like in movies, a movie can have multiple categories adventure, action, romance. It’s all in one.
I think I messed up both in the hit boxes and the difficulty in the levels, because I did not measure the difficulty very well.

Ps yes I find flash 8 limiting because it doesn’t have the tools to make a really good game like that one you could play in a console or an Xbox, it has problems with memory

Your game is well-made; full of personality and has a unique and interesting style with functioning gameplay. However, I have trouble with the music; I find it disorienting, especially when the piano kicks in because the tonalities feel clashing with each other. It's a good decision that you can easily turn back and try to replay the level if you are stuck. The sound effects are good. I like you can buy different hats.

Alejandro-X-Azul responds:

Thanks for your review

this game hurts my eyes

Alejandro-X-Azul responds:

I know, too much white light

This game is very peaceful. I feel almost sad but its a good feeling. the art style is very consistent, fuzzy and daydreamy.
wish the intro scenes had a 'back' button, and I couldn't get past the level with the circular void that you avoid being consumed

loads on mobile, but can't move
great and artistic game, truly

Alejandro-X-Azul responds:

Thanks for your review

4 medals dont work