There's the bare bones of a decent puzzle game here. The click-and-drag mechanic makes this different from other colour matching games, but specifically it makes this game easier. As such, you could really improve this by adding more challenge; simply increasing the drop speed of the blobz, and increasing the number of colours, would help keep the game interesting and create a sense of progression. Better visual feedback would be nice too - let us know how much our chains of blobs are scoring. Not bad, but it needs more to it to make it interesting.
kweenkellie - TheDavidCarney was referring particularly to a Gamemaker game, so I think he must have meant Bacteria since I was using Gamemaker at the time Bacteria was released.
TheDavidCarney - the game you're thinking of is Bacteria and Bacteria 2, developed by Simon Donkers. Of course, Bacteria 2 had both online and offline multiplayer, multiple game modes and a variety of AI difficulties, rendering this remake, which is good but misses out those features, a little pointless.
Fun concept, but some of the wall collisions were glitchy and the difficulty curve could be better judged. And completing the game and not going back to the main menu, or even getting a "Congratulations" message, makes this feel more like an advert for the website than a proper game.
This is a well-presented game with a nice simple control method. The music is pretty good, but fading between songs seems fairly haphazard and buggy. Gameplay-wise this is a mixed bag - I like the simplicity of the idea, but the weird sticky physics and the fact that colliding with the scenery robs the balls of all their momentum mean that this isn't as fun as it could be.
What's here is pretty good, but there's just not enough to do. More levels, and more complicated levels, are definitely the order of the day. The more puzzly missions were the most fun, but the ones included onto point at unfulfilled potential. Good ideas here; they need exploring more fully.
I quite like the controls. Progressing left to right across the screen means that you've got less time to react to the enemies, which makes for a decent difficulty curve - or at least it would if the enemies didn't stop spawning as soon as you make it halfway across the screen. The fact that they do means that you spend more time trudging slowly towards the end of the level than you do shooting. The font used for the dialogue is almost unreadable, there are too many spelling mistakes and the whole thing is generally too slow. There's a decent game in here, but it needs refinement.
Er... right. Ignoring the music (something that noone else seems to be able to do) this is a really basic platform game with simple level design. It's redeemed (slightly) by its sense of humour, but the game itself is too simple to warrant merit.
Above average Breakout clone with some inventive powerups. Personally I found it a little too easy, especially with all the extra life powerups flying about.
Nice variation on the "match three" theme, but it gets a little too old a little too quickly. Some variety in the music would be nice, and the addition of different coloured crates later in the game would make for a smoother levelling system. Not bad, though.
The similarity to Spinwords is fairly obvious (and a little cheeky), but all the same I think the core gameplay works better with symbols than letters. I wish there was a better levelling system, but this is still fun.
A good-looking Column/Puyo Puyo variant. There are some interesting ideas here, but I think some more visual flair when you connect a group of flowers might be in order, as well as some music. I was unsure about the way that the flowers sometimes stick together after a group has been made and sometimes fall - if you're going to do something different like that I think it should be signposted, either graphically or in a tutorial. As for the litte blue guys that float around eating flowers - they look like they've been designed as "enemies" but in fact when you approach the endgame they become beneficial, clearing large parts of the screen by setting off chain reactions. So, are they supposed to be good or bad?
I like this, but there are changes that could be made which would benefit it enormously.
First things first - I really like the spare art design, and the sound during the boss battle is perfect. I also love the imagination that went into the jutsu powers, especially the Beholder's Eye thing. However, the combat is too stilted; there's not enough skill necessary to pull of the combo attacks. The combo finishers you can learn make fighting the regular enemies far too easy; it would be better if these finishers were based on precise timing of button presses. In fact, the difficulty in general is unbalanced; by the end of the first act i'd learned all the skills and most of the jutsus. The fact that the enemies are so easy to beat - and the fact that there are so many of them - means that most of the game is like a war of attrition against numbers rather than a test of skill - and then the second act boss comes along and wipes you out. Honestly, I think that there is the basis of an excellent game here, but it needs polishing.
Presentation-wise this is fine - the graphics and sound are all of good quality. The fact that the cards shuffle after every turn, however, was just irritating.