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Reviews for "Stones And Bones"

You screwed up and bound smithing to the same key as striking. So even when you're at that strange structure at the start and center of the map which I assume is some kid of forge, J does nothing but striking.

This is absolutely a zero and I can't believe you'd submit this game with such a ridiculous bug.

Niborious7 responds:

J does both striking and Smithing. You have to hit stuff together to make new weapons. At the beginning you have to hit the rocks together to sharpen them, and then pick up the sharpened rock.

I think what the issue here is that I changed the game so that the new round doesn't start until you pick up the next weapon, so if you don't know to pick up a sharpened rock, nothing ever happens. I suppose I need to have a better way to introduce the player to the mechanics of the game.

To those who found this review helpful. The game does in fact work, and this is not a bug. It just doesn't have any tutorial elements, and you have to figure out what to do.

good game i think you should make more, art works cool, but i think you should have a better regen/checkpoints, and I also think that the robots are a bit too op

Niborious7 responds:

Thanks, I'm glad you like it. I want to keep working on it and rebalancing the play of the game.

A pretty good game, in concept! A few notes, though:

The controls are a bit clumsy on picking stuff up. If there's a mess around, you'll sometimes pick up the wrong item, or you won't pick up anything at all. This makes the 'throwing' mechanic essentially suicide, as you'll likely be left unarmed and unable to rearm yourself.

The spear does not have an 'E' prompt at the point where it can be picked up. It can only be picked up from the haft, which makes it a bit complicated, especially since the haft appears the same as random bones on the ground.

I don't like the 'touching an enemy does damage' mechanic in a game about timed melees; it seems unfair that you have to time your attacks, but while the enemy also 'attacks', often being run into is essentially the same thing. That's fine if you want it, but 1) it's doubly unfair when you have melee and you are fighting a ranged enemy, because their touch attack makes it too difficult to time your leaps properly and 2) you NEED to have a blinking-invulnerability mode after taking a hit if you are using the touch-damage method. Being juggled by a million enemies because you've touched each one and were dominoed into the next one in line is not fun, and it makes the second-to-last level not about skill, but luck in getting the proper arrangement of enemies. Because of that, the last level was cheesecake compared to the second-to-last.

Niborious7 responds:

You're right about picking stuff up. There was a bug with the hitboxes of the objects on the ground that I have fixed after submission. This fixed the spear, and I added an 'E' tag to it.

I know what you mean about the touching enemy damage. I think I just made the decision in the beginning of the design because I thought that it would be easier to do it this way, and I was worried about the time constraint of Ludum Dare. I think I might actually try to change it just to see the difference.
There is technically a hit invulnerability but its really short and has no actual visual effect.
Your input is really helpful, and from what I know I think you might be the first/only person to actually beat the game.

It's all right, but once you forge a new weapon the enemies suddenly attack, so you have no chance to actually pick up your new weapon and use it!

Niborious7 responds:

Yeah, a lot of people were having this problem so I changed it to not start until you pick it up

Unplayable due to lags (whenever enemy is on screen). Runs smoothly when no enemy on screen.

Tested on Firefox.

Niborious7 responds:

hmm sorry about that. It runs smoothly on chrome for me, but I'll have to look in to why that happens.