I circle the ships and then dive through the middle like a shark trapping a school of fish.. er.. squid....aliens... A shark trapping a school of squid aliens!
@icefire452 I don't disagree. I've really enjoyed other Nitrome games. I loved the gameplay of faultline and gave a 5/5. I commented at all because I loved it and started thinking of ways that it could be even better. And I was simply musing that about features that could be implemented that add interest for me as a gamer.
While the basic mechanism of "fault lines" is unique, more could have been done to differentiate this game from Portal which nearly every comment makes comparison to. Avoid the robot caught in a maze and go for a more organic feel. The phrase "fault line" makes me think of geology. What if the main character was some kind of rock/mud/clay golem, the levels more rock, roots and forested areas. Instead of just portaling from one level to the next, generate a plot - the golem is collecting parts/remains from other broken golems to create an army (or something). And give each level more replay value - some kind of token to collect, achievements to get, quests... something. More stylish artwork would have also been great to see.
The gameplay is great. I had a lot of fun - I was laughing, swearing and cheering aloud at my computer. I just think it could have been stronger by reexamining the setting and the pretexts for the game play.
I lack the vocabulary to describe this well, but I will try to relate a successful strategy:
When you cut your tentacles it sends of surge of green to the body furthest from the cut. If there is an empty gray body, send out a tentacle wait a couple seconds and then cut that tentacle next to the green body you started from. The green goodness retracts to the gray body to fill it up.
On those tough levels, quickly secure the empty bodies by making solid connections (vs connections where you are competing with another color) an cut that tentacle near the originating body. Send massive attacks to the other bodies by making a solid connection and then quickly cutting near the sending the body.
It seems like there are lots of good combinations of characters and traits - which makes the game very replayable. I personally like to fight from a distance. The best combo I found was to be a Golem Necromancy. With a high intelligence, I could just sit back and pick off stragglers as my undead hoard cleared the dungeon ahead of me.
Serious science issue - changing the weight of an object doesn't affect the rate it falls. I know this game is supposed to be silly and fun. But the "Lightweight" upgrade perpetuates a commonly held physics misconception.
Agree with PerseusStoned. That Frequent Flyer achievement was just plain annoying to get. I had all others by game 16 and with an average time of a minute per game, I would hardly call it long lasting. But congratulations just the same.