Fantastic puzzle game! I like that the levels can be challenging but are rarely frustrating, and even then a short break fixes that. I'm not particularly happy with the graphics, they tend to get in the way more than helping. It also feels like the light gets stuck at times, which is scary D= Despite that, I'm still having a blast so (5/5) from me =D
Wonderful spin on the Jezzball formula! Overall the selection of enemies is solid. Just as a suggestion, you could teleport the spawn when it gets captured so the game doesn't have to favor it (I understand that's probably much easier said than done). Good fun, sir! (5/5)
The graphics are polished by too bubbly for my tastes. I'm far more impressed with the great technical design! The Stereo channel muting in Bubbas room? Phenomenal! (5/5)
Not bad, but it lacks much to set it apart from other avoider games. Obviously some polish would help (I recommend Kiwi brand polish). Notably I found the instructions to be more irritating to the eyes than helpful (I'd suggest animations for applicable parts when you hover over them). Some physics would help (e.g. green marbles bounce off you, or at least push you. Maybe break on each other.) just don't go overboard. Props for the small sprites, it's nice having room to move. Overall (3/5)
Creative game, but a little to twitchy for the area it's confined to. I like the weapon switching (and selection, good variety), although it seems a bit pointless to limit the weapons given how easy it is to bounce around until you get what you want. Graphically it could use a little polish. For instance I never did figure out what the Gold bar represents (I think I skipped over it in the tutorial accidentally). I like that the spawner lets you know what's coming next, even though I didn't find the differences in color particularly noticeable. Overall I give it a (3/5). It's an interesting idea, but it's not quite there.
"Don't you love the awful blue gradient background!?!?!" I sure don't :< At the very least I was hoping for something that was equally as aesthetically pleasing as the first. Aesthetics fail is all I see. =/
@XLNT: Did you never get a particle in the outer shell because of random chance or because you didn't keep enough particles in the inner shells? It's not the game's fault if you're consuming all your particles with a reckless disregard for strategy ;o
Idea: Instead of only being able to attack core breakers from the outside shell you should only be able to attack them from your core. I don't know how you'd balance that, but it's a thought.
A word to all the people who only play one or two games before giving up: It's got a pretty steep learning curve. Give it a fair chance before giving up on it!
A word to SnowFlavored: über long laundry list of suggests is now on your shouts =D
I love the simplicity! But it loses its charm after a while. I'd love to see some action elements (e.g. more expensive playing area, more teleporting, being able to release your block, to name a few). Also, if you could add some RPG elements, maybe a turn based combat mode... (Hint: The last two are facetious ;) (5/5)
Creative game! I'm thinking a random map mode (that allows you to replay a generated map, mind you) would be a fun addition. Also, hot keys for items would be fantastic. It's kind of annoying to have to mouse to the side and back. Beyond that the menu is a little hard to visualize (i.e. it's hard to tell there are only 3 levels).
One thing I forgot to add: I can't figure out if power ups are dropped randomly (in which case they shouldn't be timed) or if there's some unwritten rule about how to get them to drop (kill every ship in a set). Either way it's frustrating not knowing just how much risk we need to take (if any at all). Just a thought.
I haven't gotten very far in terms of upgrades, but at level 2 they seem pretty neat. Other wise? It's just so dang busy. Add onto the business the twitchy, sluggish controls and it's just... Frustrating. I wish it were more actiony and less like fishing. (3/5)