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Quasar47

60 Game Reviews

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7 reviews are hidden due to your filters.

Nice, reminds me of Don't Escape, I got the same vibe from this.Short but effective, at least it's not as egregious as that game.
The sound design really kept me on my toes, and since some sounds were played when I read my tablet I always thought something was about to jump at me. WIth that said, the audio is really loud, and there were some visual bugs with the access keys staying on screen when reaching the lab. Good job, make more of these!

A really pretty game with a funny story. What is the name of the song by the way? I've checked out the linked in the main menu but couldn't find it.

Hey, it's been a while since i played one of your games. I really like the universe of this series and I'm all for exploring more of it. The game is really short though, and the ending comes a bit out of nowhere, so it's quite hard to say I really enjoyed it.

The movement is weird, because the character doesn't go all the way to the position of the mouse, and slows down very slowly before reaching a full stop. And while I do really like rpgs, I think your combat system lacks depth, even for the very few battles the game offers.

Overall, I think it would be preferable if you revert back to the side-scrolling version of Project unborn, since they offer bigger levels and more freedom with the controls, as well as a lwider variety with the enemies. I've even bought the side-scroller version on your website waaay back in 2017, and I think it stands as the definitely better version.

In the end, I really like this series, but I think it worked far better as a platformer with an rpg-like inventory system, and the rpg aspect of it (movement and battles) are really detrimental to it, but if it is what you want to go for, then go for it. Looking forward to more of your games,

Pretty nice RPG, it's been a while since I last played White Wolf. I've played the original and purchased the platformer one, and I think this reboot is a bit of a letdown compared to the old one, because there's less things to do than in the other games.

I think it would have been great to combine the platforming and the rpg aspects of the older games, since it would have given a purpose to navigating into the environment (which for now is a bit empty) while keeping the items and the weapon system which was a great way to let the player adapt his playstyle into the game.

Story-wise, I think it's a bit dissapointing that this game is so short, since what it only does is asking questions your other games have already established and explored. If you want to keep this approach, I think you shouldgive a proper answer and establish a story from start to end (not necessarily the entier game, but exploring a theme and resolving it throughout the game, instead on leaving the player with questions that aren't answered or even explored).

But hey, I know starting a project like this is long and complex, so I kinda understand why your game is so short. Keep up the good work, I'm excited to see what's next ;)

Poetic and quite challenging, I really like the development of the kid towards the end. Would love to see more of it, maybe a longer version one day ?

I like the idea, but I have no idea how I am supposed to kill the zombie. I'm blating my ammos like crazy but they reload too slowly to let me shoot again without being murdered. I have no idea how to progress.

Pretty interesting visuals, I didn't know you could do that with that engine (altough I don't use, it, so I don't know anything about its limits :p )

I like the concept, so simple yet so addictive. It always baffled me how people managed to come up with such simple ideas for a game, while I'm sitting in front of my project telling me my idea are always too complex / large / shite. But anyway. Nice job :)

Sounds fun. Maybe add more maps to choose to increase difficulty and diversity. Also, there's a bug that prevents me to place Russia on the map, no matter where I'm clicking.

Instead of reuploading someone else's Unity tutorial on Newgrounds, why don't you try to improve it and make a runner by yourself?

For those who wonder, this game comes from this tutorial series : https://www.youtube.com/watch?v=5M7vX_z6B9I&list=PLBIb_auVtBwBkYGKni2wKHGVFP5b4pVwj

If you tried at least to make something original instead of copy-pasting a tutorial, then maybe I wouldn't have given you such a low score. But this is a shame. Litteraly.

WinnC responds:

I wrote it in the Autor comments. And what is wrong about asking for Feedback? We all have to start somewhere.

Ok, I definitely can't pass trough the 4th level (I think I'm right, it's the 4th level, with the pillar between the red spades).

Honestly, it's not that bas or buggy as you said, and even though you pretend it's a " poorly designed very buggy beta", I believe you sriously have put a lot of love in your game, even tough it is not perfect (and it's still a beta).

I have only noticed two bugs : The first one is with the animations. When you die and you haven't double jumped yet, you can still see the jump anim if you press space, and when you restart the level after death, the skeledog jumps even though you haven't pressed anything (I think it's due to the last time I pressed space during the death anim timer before respawn)

The second one is not really a bug, but a problem in your level design, I think. In the 4th level, I presume you're supposed to jump on the pillar surronded by those red spades to go farther and get the key to the next level, but your skeledog doesn't jump high enough to climb it, so you either end up impaled, waiting in a horribly painful agony for a death that will never come again ; or, your just simply go back and retry, but it doesn't work. For me, it didn't work, but I don't know, maybe you managed to pass, but I couldn't...

Another problem, is about the camera. Your skeledog (Yeah, I know it's a dragon, fine, I got it >:( )... Anyway, your character runs and jumps really fast, even too fast for what the camera has to display. The camera is centered on and is too close to you, and its field of view is really narrow. You can barely see the next platform even if it's close to you, and when you jump, you never know if you're going to reach a platform of fall straight in hell without any warning. Trust me, it's really handiccaping, like in the 3rd level for example, even though this game is pretty easy.

About that, now I'm thinking about it, the keys are truly too easy to get. For example, the second level can be finished in only 2 jumps. And the 3rd level can be finished even if you don't have explored all of its areas (and your troll zone :'( ) You should have at least extend your levels' lifespan to implement a lot more of difficulties, gameplay, maybe puzzles, etc... I know it's just a beta, but come on, I know you can do it. You managed to animate the skeledod's tail dynamically, and it works perfectly fine ; I'm sure you can do it.

Well, I think that's all for the moment. It's too bad you can only write one comment per game. You cannot rate properly a game in development like this, but I suppose it's meant this way to force people to let good reviews instead of wasting their only comment for trash. Anyway, I'm very interested in your game, maybe you could add a short cutscene explaining the story (if any) ? That would be great too.

OMNIDAD responds:

<3<3<3 omg thank you so much for the feedback I'm really glad to hear someone enjoyed all the little secrets! (and the devious unobvious trick to get past the pillar is to use the jump from the bopped knight to double jump and get over, although the trick probably only found out by me because I played that level a few thousand times) also thank you I didn't know about the jump bug I'll look into fixing it, probably an error in the death function
hehe and I am definitely really encouraged to pick this old project back up :3 and cutscenes incoming!
thank you again for the thoughtful comment and critique, this brightened my day

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