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Reviews for "Stones And Bones"

These games are GOLD. MAKE MORE

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.

Hehey, and interesting little game you have over here. It's like a weird combination between a side-scrolling combat game with a bit of minecraft thrown in. It does seem that it doesn't work on all browsers though. At least it doesn't work on Internet exporer, and I had no indication what was the problem so it took me some time to figure out that I had to change the browser in order for it to work. The game also fits the theme as you start from nothing but rocks and bones and you go all the way to making the first sword, the most basic ancient weapon. Still the laser enemies I feel did not really fit in here. But all in all the game goes on rather smoothly and intuitively, so I will give it a decent rating. I have featured as the third game in my ludum dare let's play video: https://youtu.be/UP29iaz8pTs . Good luck and make even better games.

Niborious7 responds:

Awesome, I just watched your video. Its really helpful to see someone play through the game without knowing what to do. I've looked into the internet explorer problems and it turns out that the sound was causing the game to crash. I have fixed this for now as well as stopped it from antialiasing (which made all the images fuzzy) but sound just doesn't play at all on internet explorer now because it doesn't support wav files. In the meantime, I have suggested people use chrome in the description.
Thanks for the review and the video

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.

Not too bad, I like the side scroll survival and smithing tactics. But when you make a sword it is nearly impossible to survive, You should fix this a bit...

Niborious7 responds:

Thanks for your input, I have made the wave after the sword a little easier now, and I changed the AI of the final boss.