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Reviews for "FlxAdventure"

Excellent work. I liked killing the bosses & mini bosses, I got up to Level 3 but only because I just wanted to stop for awhile and take a break. it's a very addicting game. I might come back but this is going on my list of favorites.
I also like when you level up you turn into the next strongest color coat of armor. Incredible! :-)

It's okay.

A few minor complaints. This game has no sound, for 1. And also it would be nice to have a basic explanation of the battle system. You stuck it good, though, with classic dungeon crawler action. I love those kinds of games, and this emulates it well. Well done, 7/10.

meh

I like it but why did u use the same characters from the realm of mad god?

+1 Internets

Extremely well designed, levels are a bit long action a bit hard to understand, respawning = win shops are cool like level upgrades, except make pink red, pink is level 4 i believe.

PS why can i kill bosses in one hit but it takes like, 3 to kill the purple wall?

I liked where you were going.

First, what I liked. I really enjoy the old-school feel of Flixel, and I think you really captured a lot of that in a creative way in your game. The game kept me engaged, or at the very least engaged to be engaged (I had a pressing issue I had to attend to halfway through, and came back to the paused game). I actually enjoyed 4-button control scheme, although it did have its downfalls which I will discuss later. I generally enjoyed the dungeon-crawler feel the whole game gave, and the clear image that your bosses were getting larger and larger.

However, without re-hashing Gankachi's review, the difficulty balance was way off - I could easily slip past most monsters without a fight, and the boss battles compared with most monster battles. Maybe that was just because the dice rolled in my favor, but I'll never know.

That leads me to the interface, I know what was *supposed* to be happening, but I felt that without explicit explanation the battle hud was hard to understand, tough to follow, and it really broke gameplay by having it off in the corner. Sometimes I didn't know I was fighting until two moves in because of this. Then when battle finished, I kept holding my finger on the last move I had made (usually up) and I would move that direction a little bit before I could stop myself. There has to be some way to integrate the flow of battles and movement better.

As far as sound, I understand why there was no music - it's not your forte (hehe) and/or you had a deadline, but no sound is inexcusable. You download sfxr, pop out a few sounds you like, convert them to MP3, embed them in the class of your choosing, and then use "FlxG.play(SndVarname);" whenever you want the sound to be played. It is no more than 15 minutes worth of work, and it gives IMMENSE feedback to your players who can hear. Especially when your graphics are so minimalist, you can't ignore feedback.

That said, silence can be just as effective as a sound, but only when it is used in contrast to sound. Example: "2001 - A Space Odyssey" if you watch the scenes where they're in space - they are 100% MOS and it really adds to the effect of the movie. Now watch any silent film (in silence), and the silence isn't a tool nor is it an effect, it's just... there, but I digress.

Finally, it's okay to own up to your mistakes. Don't blame deadlines, search Newgrounds for "Robinson Crusoe: The Game" - that was made ground up in 3 days. Know your limitations, and try to work around them or work through them. Don't stop making games, and don't stop making them better.