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Reviews for "Tri-achnid"

Please, someone make this a real game.

This is is beautiful, and fun and just, oh my god it's so satisfying to find a FLASH game that kept me playing to the end. Great Music, Emotions and gamplay idea. I just love it when i find the larvae and it smiles and is all happy, it's just so cool. Props.

great!

I really enjoyed playing through this game and I was dissapointed when I reached the end. I cannot wait for the full version to be complete. Keep up the great work!

Wow.

This game is truly amazing, and I'm really looking forward to a full version. There's so much I want to say I think I'll break it down by NG's rating categories.

GRAPHICS: Excellent in-game, but the cutscenes seemed a little simplistic and at times made it difficult to understand what was happening.

STYLE: Really sets this game apart. I love the little details like Tri-achnid's subtle emotional reactions to events. The environment and creative creatures are very detailed and surreal. It reminds me of the Carious Weltling series a bit, without all the gratuitous disgustingness and bodily functions.

SOUND: I'll agree with some other reviewers that the music gets a little repetitive at times, but overall it's very unique and contributes to the atmosphere of the game.

VIOLENCE: The only real gore comes from eating Gloms and the final battle. Even then it's mercifully not gratuitous. I guess the "fighting" that takes place in the game is a little, I dunno, too much like everything else you do. For example, you kill Gloms by grabbing them and dragging them to your mouth, pretty much the same way you interact with a lot of other objects in the game. I think there's potential with this physics system to, say, kill enemies by throwing rocks at them or by throwing the enemies themselves against walls (which might already be possible, I guess; I haven't tested it thoroughly).

INTERACTIVITY: Obviously this is the game's high point. The physics system is very creative and versatile and makes for a very open-ended game. Some aspects get irritating to work with. For future installments, I'd be thrilled if you'd add a key to prevent your legs from automatically sticking to walls. Trying to rappel, use a Plumie to fly, or "jump" can become a real pain in the ass when your legs are swinging around and sticking back to the wall as fast as you're pulling them off. Also annoying is the fact that you can nearly kill yourself just by swinging a leg around too fast and overstretching yourself, which can make the simple act of walking hazardous if a player gets his/her timing off. The fact that Tri-Achnid automatically "reels in" slack in his/her/its webbing is handy for the most part, but also can make it difficult to stretch the web from wall to wall; maybe a button to momentarily turn off this feature would help in future versions.

Overall, though, I have to chalk up the problems to being intrinsic to a gameplay system this revolutionary, and I'm working with the assumption that you'll be addressing them as you work on the full game, so your interactivity score remains a 10.

HUMOR: Not much to speak of, obviously, but I do want to mention Tri-achnid's subtle facial expressions again. Reminds me a bit of Grommit's expressive eyes in the _Wallace and Grommit_ cartoons.

In conclusion, I want to congratulate you on a truly unique creation. I think this game has great potential, and it's something I think I'd be willing to pay for if the full version expands enough on what's already here. Good job and good luck!

Truly Awesome.

Spinning webs anywhere is truly awesome. You can walk along your webs and create shortcuts. Also, if you're stuck on a level, spin a web and stick your egg sack to it. Then connect the spare end to a floor or wall, and do the level without it. Then you can constantly spin shortcut webs and climb all the way back after you get through quickly.

I've had an idea for improvement on the webbing system - Have Q to cut webs and ctrl to make new webs. Then you can create network of webs, and a web leading off of another web. That would rock.

The music gets repetitive, maybe add some other music to the game as a midway change point. I know the music changes inside the monster but it needs to change midway as well.

The rappelling level needs better instruction, on almost every forum or discussion there is someone complaining they can't do it. So here you go.

Press Ctrl to spin a web. Attach the end of the web to the rock and leap off, with the other end still in your mouth. When you go down far enough, hold space and grab the web with one of your legs and release the mouse button, still holding the spacebar. Then get one of your other legs and stretch it towards the other platform to move yourself. Grab onto the platform, release the web and attach the web to the new platform, so you can get back if you need to.

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Awesome game, can't wait to see the next one =]

If you're stuck...

Try stuff. Not everything is intuitive or obvious, but it makes it that much more fun to discover and finish the game. Also, on a few levels you have to rip stuff out, don't give up if it doesn't seem to work, it will after some tugging. =P

And, if you're stuck on level 2, it says to look for a button. Explore and look for it, it turns a wall of spikes into an opening to end the level.