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Reviews for "KoL: Stonepath"

GREAT!

A very good game! I'm happy to have this saga back ^^ Really well done, like always. And the puzzles were not that hard. I didn't use the walkthrough at all... yet, I had to think for quite a bit. Keep it up, and be awesome ;P

---jabalias_out---

Awesome!
So stoked that I can delve into a new entry for this ongoing series.
That haunting audio track is a perfect fit for the world of KoL, digging it.
Can't wait for more of these.
Keep up the amazing work!

As always, a great game! The music, art, characters, and puzzles were all skillfully created, and the music was a perfect match. Two things took away from my enjoyment: My first request is the same as those below: in conversations, I would have preferred to go back to the original conversation screen when I reach the end of a line of questions. That way, I can choose to either end the conversation, or ask a different question. My second issue might be specific to the browser/laptop I'm using. The game window is too tall to display the whole thing on my screen, even after I removed the taskbar at the bottom, and menu at the to pf the screen. So I had to scroll up to see the names of people I could converse with, but scroll back down to see my inventory. Still, what a great game! I always enjoy your style.

Nicely done bro really like it

Really great game with amazing artwork and a very funky soundtrack (just right for it). Thoroughly enjoyed it, loved the Pinkman line, and can't wait for your next project, however I do have three small(ish) suggestions to make:

In reverse order:

1) At a couple of points in the game some of the writing was too big for the text boxes employed and slipped outside of the borders. Just a minor point but thought I'd alert you to it.

2) I found myself wishing I had known what I had put into the cauldron. Perhaps if you had a couple of text lines explaining what you could see inside it, it might be handy?

3) The final puzzle with the buttons. This killed me. In the end I gave up and went to look at the walkthrough. Now, here's the thing, the actual logic of the puzzle is fine (you've used it in one of your Hood projects before and I recognised the signs) however I just did not know what to apply it to. I simply did not realise the combination buttons were actually buttons. I appreciate they have a clicking noise but they visually do not move. Just a slight depression when you click on them would be all it takes to make the player realise they can interact with the object (alternatively it could be [strongly] suggested in the text). From a designer's point of view you know that a player has to go read up on the story of the 2 brothers then go play around with the gate and sooner or later they will discover the 'hidden' buttons...however as a player how it worked for me was I was given the story of the brothers...went to the gate, couldn't see any changes, clicked on some stuff, nothing, went back to the woman [Jahnti?] started becoming confused, wondered if there was another puzzle somewhere I hadn't yet completed, and then began going over every scene. By this point my chances of discovering the 'hidden' buttons were miniscule as I now thought there was something somewhere else I was missing.
So, yes, long way of saying could you please just make the buttons move a tiny bit or at least make it clear you can interact with them at that point?

Thanks for more enjoyment anyhow, I love your work and I loved the special effects of the leaves blowing and the grainy haze over everything. Worked very well.

Hyptosis responds:

Thanks for the feedback!