First thoughts: remixed Slender gameplay. It was nice trying to go through the town instead of a forest though there was some strange stone layouts. Didn't like that this was in unity but it does prove beatable once you learn the notes spawn only one at a time. The music was a straight rip from the original Slender game though the pulsing did help give away Herobrine pretty quickly. Main value comes from the fact this game happens in a city environment though do admit the alleyways could be improved upon since they definitely acted more like a escape path rather than a potential funnel yourself into getting caught. Overall playable, and mildly easy if you keep your awareness up about getting away from Herobrine. Also the notes sometimes blend in with the building textures, was running around looking for the 8th note for the longest time until I finally decided to hug any surface that a note could be on. Also I do enjoy that just because you collected the notes, doesn't mean it's over. You have to make it back to your car. Hopefully the player remembers where they started. Also the tanker truck on the little car was a bit bizarre to look at. Guessing this city was supposed to be a ghost town?
OH and one more thing, though this would up the difficulty by quite a bit, if you plan to remake this, add more indoor areas, found myself yearning for more places other than just the one.
Interesting, playable, but could use improvement
The thing that kills this game a bit in terms of playability is the fact we aren't really given too much freedom to move around and it becomes a bit too easy to exit the dotted out of bounds box. I mean we are in an incredibly mobile helicopter and it doesn't take much to drift left or right outside of a box that is basically only barely 1.5 times the size of your helicopter. On a side note, left and right movement only seems truly useful in the very beginning to get yourself above tricky so your bullets become more likely to do damage and to push yourself back into the yellow inbounds box if you find yourself drifting out. The up and down movement portion only had the issue of not having a definite ceiling but never really negatively affected gameplay. One can actually fly out of both the gameplay level and what has been graphical limits of the level itself without much effort. (EASTER EGG OPPORTUNITY)
in a nutshell:
up and down movement >>(many times more useful than)>> left and right keys
This game could be modified to if the player is given the illusion of movement through a side-scrolling background (think Madness 6 (antipathy) the train scene for this one) - this could also be used if you want the player to be controlling tricky pursuing Stanford and Deimos without killing everyone's resource specs trying to play it.
The instructions for gameplay did help out quite a bit, but could use a graphical depiction of what one's hitbox and out of bounds box are.
I really really do want to see a sequel grow out of this game though. The music was great. The art was pretty spot on and well done and the basic gameplay was enjoyable once you picked up on what part of the helicopter actually needs to stay inside the bounds.
Happy Madness Day! Hope to see more from and of you~
Thank you for this very useful review and for all your advice, now with all the information you have given me I can improve my game, thanks!
Deep, engaging, and fun.
I could find everything item and ending wise through simple combing and watching out for sparkling stars and those faded x's. Well...all except for the 4th map piece, which eludes me even now, however I was able to solve the light/star puzzle with only the 5 of 6 pieces I had through simple trial and error. The items in the 'shadow' of buildings and structures are a little difficult to find at first, but when you recognize something is there, it makes it worlds easier.
The pathways do help guide the player around an otherwise very desolate map.
Your developer notes are actually interesting to read. Fascinating how you put it a deep, complex idea all together through rather simple means...well...the art and sound are loosely complex, but very neat none the less. :P
Very immersing game.
Very well encourage you to create some other ideas you have on the mind.
Fun game overall, however there is a bug
Very addiciting and there's a good rush and stagerty required at higher levels. However, my guess is that the levels do have some random elements to it that can make a level impossible.
The one I ran across was during level 9, during the initinal launch, there wasn't a single planet that was close enough for my mouse to land on and begin it's ascent upwards. And to make matters worse, once the mouse hops from the pad, he CAN'T directly return...EVER. So my mouse got stuck bouncing up and down in an infinite loop until the level essentially timed out. Perhaps allow the mouse to be relaunched, even at a slight angle without resetting the game would be a nice feature.
Loved, played it for 3 hours straight infact
The only thing I would love to have is shortcut keys for those archer support attacks!
One of the best madness flashes
I would believe krinkles would be actually pleased...slightly
I needed that...
Sure I'm a part fan of pokemon, but sometimes you just got to kill them all, it could use some improvement, like pokemon fighting back...but it's a nice start.
No more.....no more....5076 clicks...screw you and
Just to prove it, movie 8 shows 1"You score is pretty high now...()" 2"If you reached your top press Print Screen ([Print Screen])" 3"Go to paint and press Ctrl + V ([Ctrl] + [V]" 4 "Go to ([Imageshack]) and upload your picture from your saved paint." 5"Now e-mail me the link or post it on your comment." Two words- screw that, I can't take it anymore!
Okay, okay, you get in highscore without proof :)
Weak Jokes, but at least the Rock Paper Sccitors wasn't just a weak game it actually worked.
Best flash game I've seen yet, very addicting,but
hard...and HOLY SHIT YOUR ALMOST 15? Damn I can't pull something this good out of my ass...and I'm 14 1/2.
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