Hopper262's Comments

Game Comments
Play Color Joy Color Joy May. 16, 2013
Level 27 is so laggy for me it's completely unplayable. I liked the first 26 levels, and was looking forward to the rest... really hope you can get this fixed.
Play Aqua Boy Aqua Boy May. 01, 2013
Please either disable or document F for FPS display; it took me a bit of keyboard mashing to turn it off after accidentally activating it.
Play Parking Hooligan 2 Parking Hooligan 2 Apr. 25, 2013
I'd like to see recognition on the level-select screen of hitting the max score, like turning the stars silver, to encourage replay beyond 3 stars. Also, "Best" doesn't mark the best ever, just the most recent play of the level.
Play Honeycomb Honeycomb Apr. 25, 2013
I actually did lose, in that I couldn't make any more moves (out of special moves and out of bees). The game didn't detect it, and I had to use the options button to start a new game or retry.
Play Mummy Blaster Mummy Blaster Apr. 10, 2013
Hey physics-game developers: NES programmers solved physics randomness decades ago. For each frame you draw, update the physics clock by your target frame rate (1/30 second or whatever). If the graphics or calculations slow down the computer, the whole game slows down, but the simulation runs the same way every time. Using real time for a physics puzzle is sloppy programming.
Play Turnament Turnament Mar. 31, 2013
Like the DROD games, but bite-sized and more accessible. Best game yet in this terrific series; keep 'em coming!
Play SkullFace SkullFace Mar. 30, 2013
For those having trouble wall jumping: Try pausing a bit between jumps, so you "stick" to the wall for a beat before your next jump.
Play SkullFace SkullFace Mar. 30, 2013
The first time I played this, I couldn't get the hang of it at all. I came back months later, it clicked, and I got all the badges. The game does have a logic and rhythm, more than it at first appears. It's well worth your time, if you can get into its groove.
Play MadBurger MadBurger Mar. 29, 2013
I rarely have to switch Flash to low quality, but this game was very laggy until I did. Nice art, but I couldn't see it at full quality and have my clicks recognized. If you fix the performance, how about a pizza-tossing sequel at the women's campsite? Also, please ask a native English speaker to rewrite your in-game text.
Play Hopeless (Platformer) Hopeless (Platformer) Mar. 27, 2013
Horizontal movement in the air is horribly unintuitive. During a jump, you keep moving at a constant speed until you hit the opposite direction. In most platformers, you stop moving once you let go of the arrow keys, just as you do on the ground. Even on the ground, movement is too quick, mainly because there's no acceleration/deceleration -- you immediately move at full speed, which is inadequate to make small changes in position. If you're going to make a platformer, you need to actually study platforming mechanics and learn from what's worked. P.S. It should be "role", not "roll", in the description.
Play Cosmo Gravity Cosmo Gravity Mar. 20, 2013
You have keyboard shortcuts for next-level (space bar) and restart (R); why not list them in the Instructions section? That's what it's there for!
Play Run Run Ran Run Run Ran Mar. 17, 2013
Consumables should say "feet". "feets" is not a word.
Play Run Run Ran Run Run Ran Mar. 17, 2013
Great example of why you should fill out the Instructions: as a laptop user, action games that use the keyboard + mouse together are very annoying. If I'd known, I would have just gone on to a different game. Since you made me play through the tutorial to find out it's not my kind of game, though, you'd get a 1-star rating.
Play Wonder Bounce Wonder Bounce Mar. 07, 2013
Creative idea, but the details work against each other. You spend most of the time performing the same sequence of jumps on enemies from the low pipe; it takes forever before you can reach the higher enemies. When the screen fills up enough to move around, there's still a flood from the lower pipe that requires you to keep near the ground to protect your body. Maximizing score is far more trouble than it's worth: since every ghost is moving, you can't aim one at another effectively, and the goal of protecting your body distracts from what's going on higher up.
Play J-J-Jump J-J-Jump Mar. 07, 2013
Neat action-oriented counterpart to Gunbrick's puzzles, but it lasted half a level too long. Would have been 5/5 had you shown me a proper ending instead of crushers without a checkpoint. A "hard mode" with fewer refills and checkpoints would have been cool, if you wanted to give more of a challenge.
Play Cat God vs Sun King 2 Cat God vs Sun King 2 Mar. 06, 2013
As 42nd_hitchhiker says, it's strange to get lower scores after you upgrade. A time bonus could balance that, or even the ability to undo/sell back upgrades.
Play simian.interface simian.interface Mar. 05, 2013
Core gameplay: 1/5. Style and execution: 100/5. Not a great game by any stretch, but it is a great little art piece.
Play Sonny Sonny Mar. 05, 2013
So I set Veradux's AI to "defensive", and he still decides to attack with his puny weapon instead of healing me or refilling my focus. My so-called teammate turns on the paladin without warning, and just when we're winning that battle, every time he abandons me too. I can't even attack him in retribution. Fine, game, I get it: you don't want me to go any further. Goodbye, Sonny, good luck to you without me.
Play Test Subject Green Test Subject Green Mar. 03, 2013
I did not get how the sliding portals in level 20 worked for the longest time. The game has an excess of flavor text and animations (like the extremely slow level-start injection), but very rarely explains any mechanics. I understand that discovering how things work is part of the fun, but I found it frustrating to experiment given the level layout and chances of falling back to the bottom. Overall, the game has the Nitrome visual polish, but the whole is less than the sum of its parts -- I didn't find it that fun to play.
Play Tiny Hawk Tiny Hawk Mar. 02, 2013
Nice game, but why is level 21 so crazy difficult?