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Reviews for "Extraction: Chapter 0"

For a pilot episode, this was a great introduction. I loved the aesthetic to it and the minimal plot makes it more mysterious. Hopefully in Chapter one the puzzles will get progressively harder because these puzzles weren't hard at all. The art is nice and simple. I agree with orgeezuz that you should use a different end goal then a cube.

Criobite responds:

They'll definitely be quite a bit more challenging!

Good one, it looks great. One suggestion though: instead of cube, you should use something else for the goal; people would compare it to Cube Escape...

Well, this game is well drawn and has a good playability. Although short, it was pleasant to play. I would give it a five if it didn't scream Submachine all over the gameplay.

I NEED MORE. Please, more!

Criobite responds:

Haha, more will come! :D

It's as good as the first (Ludum Dare) version, and just has that extra bit of polish to round off the proverbial rough edges. I can see what you were going for.
I think it works, and obviously, it is just a reproduction of your previous incarnation of the same chapter in the series.
I still like that there are actual clues, and it is not just guess work, nor are the solutions really abstract from the clues. The lack of randomly scattered flotsam makes it a coherent game that engages the player in the most straightforward and effective way.
Some helpful tips for going forward with the series:
1. Variety is the spice of life: the different types of play/challenges in a game will make it more fun & challenging & add to replay value.
2. A good clue can be tied back to the puzzle: in this one, you have a random coded number sequence scrawled on a wall. It makes sense to be there in some ways. A person can figure it out. I've seen puzzle/escape games wherein some randomly collected gems, tiles, or codes helped solve something else with no clear correlation. (In my review of the previous incarnation, I mentioned how if the player needs a walkthrough, the game is not fun.) This game does not need a walkthrough: keep it that way, please. :-)
3. A compelling story will create fan loyalty: Sonny & Caravaneer both had challenging gameplay, but they bothered to create a decently compelling story for the player to take in. Even the Shift series was able to do this effectively with just a few added lines of print. It makes all the difference.
4. Have someone else play it: I know it seems pedantic to tell you that, but creators on here don't seem to have play-testers to help them sort out whether the game is any fun; so make sure they can give honest/constructive feedback & leave them alone while they play it. It's a simple step that can make a huge impact: I'm saying that as much for other creators as for you.

Criobite responds:

Some very good points, I'll definitely be keeping them in mind!