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Griffonmender

21 Game Reviews w/ Response

All 64 Reviews

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There is no reason for a basic clicker game with no actual online features to require a log in to a separate site.
What art I can see is simple, but cute.

Yosksoda responds:

Srry I got that version mixed up it was supposed to be the penguinmod Version sorry I will remove this

Needs more work.
It's possible for enemies to spawn on top and even underneath the player, which is not ideal.
The click...limit... thing counter is obtuse to the point I didn't even know what it was at first.
There is never more than one enemy at a time, which makes slower moving enemies very tedious.

I like the backdrop and the little green guy is very cute, but otherwise the visuals are rather lacking.
There's only one enemy and the player is a boring grey circle, which isn't very interesting.

There is also no points counter in-game, which is weird for a hi-score arcade type game, and confusing when every medal is score based.

Though there is evidence that cosmetic changes have been made- fonts, music, etc.- and a options menu is a nice touch, the base of the game is very weak.
The mechanics need to be adjusted, especially enemy spawning.

shps18ppt responds:

It is not an arcade game, plus we had a failure at the database system, sorry about that. Thanks for the feedback! Plus, I'd say the grey circle is pretty much intentional so that it is the one who makes things better. Please trust me on that. Plus, that isnt a high score arcade-type game, it is supposed to be a counter, something like experience points for playing a game.

Interesting, but lacks options.
Also, the color slider doesn't have purple?

Enere responds:

*Updates cutely*

Are there any examples of this in use?
It sounds interesting for sure, but I'm a bit confused on what the end product would look like.

KittyhawkMontrose responds:

Hey! Looks like you already read "the Jar", so you've seen it in action. Congrats on finishing! :D There's several others in the Game Portal so far, and I'd love to see more! If you're wanting to see some more of my comics, please check out my other series, "Paradise Slice": https://www.newgrounds.com/playlists/view/c4542ee899d10d165adad13c7c27a5b7

Mobile support isn't quite right.
Either that or the game really doesn't like my tablet.
Regardless, despite being stuck in place and lagging severely, I am somehow killing orcs and gaining levels, so it does appear to work.
I also got pc controls only in the instructions, so I have no idea how to do things like switch characters
The character select screen was kind of confusing.

Pixels are cute.

Edit: Consider using the coauthor function in project settings to add the rest of the team to the credits and allow the game to show up on their pages with the other projects they've worked on.

Edit2: Noted. Hope testing goes well.

Darkpouetman responds:

Thanks a lot for your feedback! I don't have a tablet to test on so I didn't consider this, I'll see what I can do to make sure the mobile controls display properly. I'll also add the controls for the gamepads as well.

There is no team, only myself, the credits are the itch.io pages of the assets packs that I used to make the game.

It's not bad, but it's a bit strange and inconvenient that I can't tell how many points I've put into each of my stats.
It's also a bit annoying that the same enemy type can have a completely different element.
I know random elements are the point, but it's still a little frustrating.

The enemies seem somewhat interchangeable.
There doesn't appear to be any significant difference in behavior between a goblin or a ghost, or it's so subtle as to be undetectable.

I do like the basic concept, the battle system is functional, and the graphics are nice, but I feel like the game could use a few tweaks.

Mythicvenom responds:

Thank you. Fixed the first two issues. :D
I upped the enemy damage though.

20's web design? I'm just gonna assume that's a typo.
The aesthetic seems *possible* with 2000's technology, but the style doesn't really feel like it comes from that era. At the very least, I never saw any flash games that featured this lineless art back then.
However, it is nice to look at.

I'm a bit confused on some of the other design choices as well.
The orange glitchy effect doesn't look like it comes from the same game, and blackish gray "glitch" that covers Toppy's face doesn't really look like anything in particular?
It's hard to tell from such a short demo, but it seems a bit derivative of Amanda the Adventurer and Andy's Apple Farm.
However, this aesthetic would be very unique for a FNAF game, as most tend towards a more realism based approach.
Also, there is a lot of spelling mistakes that do not seem intentional, including in the newspaper(?)
at the end.

As for the horror, there is potential here, but there needs to be more buildup and atmosphere.
Jumping the player with "spooky" stuff in rapid succession, especially in such a short game, reduces and even nullifies the effectiveness of the scares.
Don't be afraid to have stretches on occasion where nothing bad happens, but it *feels* like something WILL go wrong. Sound design is you friend- pick your sound effects and music wisely, and know when to bring them out and when to leave the player in unsettling silence.

In short, you've got a good start, but it just needs some more refining.

mrchees responds:

thank you i am making a 2nd game with a lot more games so the build up to the jumpscare, and the next game is gonna be set place in 2011 so the game is gonna look better, and this is gonna be one of the gameplay in the full fnaf fan game, and no it would be the same like this, think of this is a demo to see if it sticks or not, and the bad english is for i am not native merican

It functions, but it is incredibly monotonous.

Other than the cat sprite, the visuals are bland and without detail.
The background is blank. The mountain is blank.
The spike sort of has shading, but there's only ever one at a time, and it's the same color as the mountain.

Despite clearly being designed with mobile in mind, the game almost crashed my tablet just.
from hitting play.
It also displays very strangely, being quite tiny on the screen.

There is no actual challenge to the gameplay, unless you count struggling to focus due to the stages taking ages and the spikes moving at the slowest possible pace.

You could probably take out all of the odd levels starting with 1 out of the 500 stages, and end up with 250 stages with a better difficulty curve, but there would still be the issue of monotony.
There is only one very plain background and one very basic obstacle, and that just isn't enough content for a game that is this long.

It's a good start for 2 hours of work, but it is still very much unfinished..

ForeverGMD responds:

I wanna make a texture update…? Maybe

Is it supposed to be unbeatable?

Fish125 responds:

Yes

It works, (oddly enough the keyboard/joystick control worked far better on my tablet than the touch control setting did), but it's not great.
The sound is fine, but the game itself is lacking.

Everything is a circle, which makes telling things apart difficult- especially when the "player" circle shrinks to the same size as the rest.(doubly so if green or red is selected as the player's color.)
Why are there three colors of circle?
The red is definitely an obstacle, but it's not clear what green and yellow are supposed to be.
If they are also obstacles, why are they a different color and have no effect on my score?
If they are something else, why are they having no obvious effect on the score or the player circle?

Why does the player circle shrink?
Is it a debuff, a timer, or a compensation for the eventual build up of tiny circles?
What causes the game to end- it just seems to happen at random???
Why did I get a higher score sitting in place in the initial spawn than from actually attempting to play?
Why is single player mode called "background"?

The arrows that change the background design work, but I only found them by pure chance and the lightning backdrop appears to have been either placed improperly or the file itself was cropped wrong.

It's not a bad start, but it's not ready yet.

Fritgfs responds:

Hello there Griffonmender, thanks for your comment, we worked hard for this game to come true and every comments helps make the game more better. Single player mode is not called "background", but we put icons to help people figure out what kind of icons are. The player circle shrink because of the green dots you collect. Red dots makes your lives go down, every second you survive, you earn a second. Yellow dots will make you bigger for collecting them. The lightning backdrop is not cropped wrong or either placed improperly. We do not know why the game itself is lacking, but we will try our best to get it better. We might think about making from dots to tiny squares to make it easier to see which one you are. This game is all about circles (mainly the 1-Eyed Ball though), we only have three colors of circles because that's what we can think about, but we will have more to have more boosts, and more. The touch controls may not be great though, but we are preventing cheaters from cheating the game. If you want to share your highest score with us, then comment down.

Just a Jersey girl drawing things.
I'm currently working on my comic, Dreamtamers, as well as other things. ^ ^

Age 26, Female

Balloon Monkey

New Jersey

Joined on 4/14/21

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