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Reviews for "Satanorium"

Eh.

I thought the animation was good but the dialogue was rough to say the least. You had spelling errors during a lot of it. The puzzles were weak and didn't have logic behind them mostly. Most of the game didn't really make sense, I didn't like it. Sorry.

Too much and not enough

You had me paying attention (and enjoying) until it came time to gather notes. Here, the game began to falter. Although it only truly fell apart once the need for the password on the computer arose.

After consulting a video walk-through, I was informed what the password was, but could not for the life of me discern how that would have been possible to figure out without an outside source. And the game completely falls flat with the ritual segment. Once again, consulting a walk-through, it showed me how to "finish" it. However, even that combination did not work, so I am led to believe that it is merely some random trial-and-error until finally the games gives you a completion or you close the window in frustration.

The puzzles should be challenging, not impossible, and should not require more effort that what would be expected of a point-and-click game. If the game presents a challenge equivalent to an SAT test, or breaking the human genome, far too many people will become disinterested and walk away.

Good concept, but the further into the game you get, the less motivation to finish it thanks to the increasing complexity of the puzzles (without the proper means to problem-solve for the answers).

something to pass time with. theoretically.

i'm not a fan of the kind of story that satanorium portrays, and as such i started to play this game with really low expectations. i lwas ready to look over the major annoyances that the point-and-click games are known for: inventory items that disappear when they really shouldn't, roundabout puzzles, and the whole forcing-a-player-to-follow-the-progra mmer's-logic thing.
i thought i would have fun. but things in this game made much less sense than your average point-and-click game, and in just a short span of time i began to feel a lingering sense of exasperation after i did your puzzles, which were, frankly, stupid. add that to my general apathy to the story, and the scares and plotlines being boring to me, so i have absolutely no incentive to finish this game.
ok, maybe the game gets better from where i left off. but if you can't keep your players around long enough to get to that good part, then it's just terrible game design. sorry, but not playing anymore. do better next time.

lame

was playing for like half an hour until i got frustrated and looked at the walk through for a little advice on the next step. . . it told me to light the rope tied to the door on fire with the gas can and lighter but every time i tried it wouldn't let me. . . wtf

Iffy at best

I was amused at first, but you just got lazy man. At the end, grammer went out the window. It was a little cliche too, as if you tried to combine Hostel and Constantine or something. It seemed to me like there just wasn't a ton of thought behind the story, and I agree with the no pop up thing. Just makes it corny.