Here's the problem with this game: it's not consistent. Example: on Level 10, sometimes my tentacle is long enough to reach the cell at the lower right corner (as shown in the walkthrough), and sometimes it isn't. Randomness like that, especially once levels start requiring to-the-second precision, destroys the game. When you lose through no fault of your own because of randomness, it's frustrating instead of challenging. The utter absence of a tutorial makes matters even worse. 1/5
You know what's nice? Losing (or winning) a game because a 95% chance-to-hit attack happens to miss. What's even nicer? Losing (or winning) a game because a 95% chance-to-hit attack misses FIVE TIMES IN A ROW. Is it just me, or are the displayed hit percentages off?
Gameplay is okay, but did we really need the checkerboard floor? I thought I was going to go blind after a while. Also, points off for basically being an in-color ripoff of "UltraMission": http://cactusquid.blogspot.com/2010/07/heres-something-new.html
Just finishing the game should be a hard badge. It took me forever because i kept running out of fuel. Is there some fuel conservation trick that I just haven't figured out?
Boooring! The game doesn't really make much sense. I'd criticize it for being too easy, with too much ammo, except that if it were any harder the terrible controls and hit detection would be a major annoyance. 2/5
Too easy. I played it through TRYING to kill as many people as possible and only got 2. There's no tension between scaring them enough to leave and scaring them so they kill themselves, so the game just boils down to "possess everything and do as many spooky tricks as possible." 3/5
Meh, the "unreliable tutorial instructor" thing has already been done to death, and the game's not fun enough on its own merits to make up for it. 3/5, and that's being generous.
Cool concept, nice execution, great game. Would get a 5/5 except that it's a little short (I beat the whole thing in about 15 minutes). 4/5 ain't shabby though. Some sort of level creator would be awesome for this.
cool little concept and story. it's too bad that the controls are so crummy; they really get in the way of what would otherwise be a really nice little game. 3/5
pretty lame. i didn't even bother to work out the color puzzles, i just ran through each level touching every single cross i could find. with a couple exceptions, this was the easiest way to beat each level, and it allowed me to beat the game in about ten minutes. the only reason this even gets up to 2/5 is because of the music.
I actually like it better than Canabalt - I never feel like I have cheap deaths just because I got unlucky with a randomly generated window. The achievements give it better replay value too.
You can't shoot enemies until they're finished rolling out from behind their cover, and this ruins the game. In the later parts, if you miss once, you're dead because it's impossible to keep up with all the new enemies rolling onto screen. You literally need to do 1 shot, 1 kill throughout the entire thing. Not my idea of a good action game. You might as well play Simon Says. 1/5
Cool twist on the shooter concept, borrowing from the Gamecube game "Geist." A little too short and easy, though. I literally sat in the middle of the screen for the entire final boss without getting hit, thanks to my tiny ship. 4/5
Just a crappy knockoff of Canabalt. Jumping is too finicky, too - just holding "jump" a split second too long will make you use up your double jump, often dropping you right in the drink. 2/5
Really unbalanced and not all that fun. Item drops don't scale up with enemy difficulty, so there's no reason to move on to tougher levels. Just stay in Blob Bonanza for six hours until you're all powered up, then breeze through the rest of the game. BORING. 2/5