Best interactive story I've ever played. All of the elements (dialogue, music, art) are excellent individually, and work wonderfully together to create a strong, cohesive tone that makes the story so powerful. I just finished my first playthrough, and I actually can't bring myself to replay it yet: I'm not ready to let go of "my" Quanee and Nora and the choices they made.
I accidentally clicked past the controls screen by double-tapping Space, and there's no way now to see what the controls are. It'd be no big deal, if you actually listed all the controls in Kong's Instructions section!
Nice game. It seemed like in one or two spots, it was impossible to avoid taking damage, which is never fun. There are rough edges (tutorial text forgets to mention weapons, shield guys are never in a fun spot to actually destroy them), but overall the challenge was good and there was a nice mix of action vs. exploration.
Wow, I could really use more hearts. I have plenty of money but not much to buy from the shop. I like how stars are kept even after you die, but the levels are fairly long so there's a lot to replay, and it's too tedious to keep going.
The coin collecting is fun, but the shop items don't really help me progress further, ruining the reward cycle of the upgrade genre. The one-equip-at-a-time rule is frustrating, the jetpack is terrible (it should kick in only after a jump peaks), and the gun's slow fire rate makes zombie fighting into a real challenge. I'd almost like it better as a pure action game, without the tease of an unsatisfying shop.
Bouncy and disappearing blocks have annoyingly similar colors. Otherwise, the mechanics are solid and enjoyable. I like to hold the Space bar down and jump constantly; my best run of bunny-rabbit mode is 2 deaths, both in level 3.
Despite its flaws, I really like the game. It's challenging but not unfair (except that coin in 12), and the less compelling game mechanics don't outstay their welcome. Add restart and an orientation reset after you die, and replace the awful level 19, and it's 5-star material.
The omission of restart, either in-game or on the level-finished screen, is bad enough. But then I finished the last level, and all my progress was cleared! No more going back for 3 stars on the rest of the levels. Are you trying to anger completionists who like your game enough to replay it?
I like how the game tells you when you've found all health or staff upgrades, so even without a map you can tell when to stop searching for missed rooms. I like how you can continue after the game's end, to look for the upgrades you missed. I wish there were more of an ending, or more upgrades like breaking blocks to open passageways, or a bigger world. In other words, I like the game enough that I want to keep playing more!
I would like the game a whole lot more if it felt less like "a Submachine game", and more like "a Krutovig game" in some way. The line-art style, the tone, the secrets unlocking successive rooms, even the font, are all things we've seen before. Don't be afraid to trust your own ideas!
I stopped at level 17 too. It's too easy to shift a broken block by a pixel or two when flipping an adjacent block or landing next to it, and then it's impossible to get that broken block back into the exact position needed to slide it. The lag makes the controls unresponsive, but you know that already. The flipping mechanic is cool and unique, but it's not quite enough to carry so many levels on its own. Maybe if you had to reach other goals or get through barriers by flipping, so more planning was necessary beyond "finish yellow line, then finish blue line," it would improve the challenge. I hope to see more games from you, lots of potential here!
I was playing this game, having a blast, and wondering how the rating can be so low. Then I got to Level 14. Sorry, little grav bunny, you will forever be stuck in Level 14. There is no escape for you.