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Reviews for "Chains of Fate"

game seems nice and all but the controls are a little awkward... instead of having 3 different area's of moves/actions try locating them all in one area, say movement being all arrow keys and the actions [horizontal, vertical, kick = asd | dash, dagger throw, self heal = qwe | and lastly Lightning, updraft and Bomb = zxc]

skullduggerystudios responds:

That is a good idea, I think that is one of the main reasons people don't like it. I'm going to make future games use the arrow keys and have customizable controls. I will probably write a JS code file for custom controls and just throw it into future games in the .requires().

i love this game

an interesting concept and I'd be interested in seeing more of the story but the controls are really awkward

skullduggerystudios responds:

Is it the buttons or the mechanics that make the controls awkward? I could fix this in a patch

it was okay, i think the learning curve is a little high though, right off the bat you have mobs that swarm you and do lots of damage, when you are ill equipped to handle them.

skullduggerystudios responds:

That is a valid point, I could reduce the amount of enemies on the first 2 levels to give it a better learning curve. Didn't really have any people available to test before I finished the game, the feedback is appreciated though, ultimately the players decide what they want in the game.

Controls are pretty wonky and the ground textures could use improvement. Lots of getting stuck on stuff.

skullduggerystudios responds:

What specifically about the controls feels odd? As for the textures, I agree they could be better, and they will be a lot better in future games. Getting stuck occurs because of how the gravity works in the game engine, if the player moves faster they get stuck less, but jumping distances is easier. Future games won't be platformers to avoid this problem.