Colonel_Popcorn's Comments

Game comments and reviews

Conveyor Belt Carl

May. 04, 2020

4

Really like the mechanics, but could definitely use some more challenging levels. Sequel?

Nambers Level Pack

Jul. 10, 2016

304

Interesting game, but the number-switching controls feel really awkward with a mouse. I'm sure they're perfectly intuitive on a touch screen (like the app version that's advertised at the end of each level) but if you're going to release a browser version it would be nice to have an alternate control option.

Developer Reply

Thanks for the comment. There is alternative control option - Scroll Buttons. Please take a look in the Settings menu or in the Pause Menu.

Jumphobia

Apr. 24, 2016

5

Was really enjoying this game last night and beat a bunch of level-sets in a few hours. Came back today to play some more and found out that apparently it doesn't save your progress.Not a fan of losing several hours' worth of progression.

Red Thief

Aug. 19, 2015

6

Fantastic game, one thing that would be nice is some kind of recognition if you manage to come in under the mission's goal amount. Instead it changes the displayed goal to be equal to your score, almost like it's trying to hide the fact that there was a better solution which is a bit frustrating.

Picma - Picture Enigmas

Jan. 03, 2015

4

Huge thumbs up for the auto-save feature. Just accidentally closed the browser 3/4 of the way through a 50x50 puzzle and was very happy that I could come back and load it where I left off.

Endless War 5

Jul. 24, 2012

1

This time we're going to send you in with reinforcements, who will all be destroyed within the first few seconds of the encounter, leaving you outnumbered 100 to 1. But don't worry, not one of them can hit a moving target! Drive in circles around them for a while and you'll do just fine

Diamond Hollow II

Dec. 22, 2011

6

Ability to refund upgrades you've purchased and spend the diamonds elsewhere would be nice. By the time you find any other guns except maybe the spreader, you've sunk too many diamonds into upgrading your existing weapon to make it worth switching to a new one.

-10

This game could really be improved by adding a bit of a challenge. The only levels that actually have a loss condition are the protect your gem levels, and you only have to complete 4 of those. In the rest of the levels you can just sit around shooting zombies until you kill enough with no way of losing, no time constraints and no real accuracy conditions.

Spikes Tend to Kill You

Aug. 08, 2011

385

This is exactly the kind of system a "hard" platformer should be built on. The controls are airtight, the boundaries of the character and threats are very clearly defined. If you die it's because you made a mistake and not because a jump didn't register, your character slid, you grazed the invisible bounding box, or any other bull. Well done.

Momentum

Aug. 03, 2011

6

This is a great game, but i really dislike Challenge level 9. I have nothing against making a game difficult, but why did this suddenly turn into trying to make pixel-perfect jumps? that's not what this game has been about at all so far.

Faultline

Jul. 31, 2011

-1

A fun, solid game to be sure. I just have to wonder how long everyone will keep calling these "platformer with a twist" games innovative.

Penguin Overlords

Jul. 24, 2011

3

The developer comment about penguins being stupid seems like a pretty big cop-out because they couldn't put a decent pathing algorithm in. If you can add gameplay value to the penguins acting erratically fine, but I don't see any value to losing a level because your penguin decided to spend the entire thing walking into a wall.

Goin Up

Jul. 13, 2011

3

Oh god flying creepers

Flagstaff: Chapter One

Feb. 24, 2011

2

Very solid system, and has interesting skill choices without being overly complicated. However, none of that matters since the battles all boil down to sniping off enemies with single-target ranged attacks before they can get close. With a little difficulty this game could have been outstanding.

Survival Lab

Jan. 26, 2011

2

Pretty fun, but the final boss was a pretty big letdown

DJManiax

Jan. 23, 2011

1

I'm a big fan of this, 5/5. A rhythm game that's different enough to be interesting but still well done with a solid system behind it. Of course the fact I like it so much could be because I'm a fan of ITG/stepmania and the design influence here is obvious. Keyboard mode is fun, not a fan of mouse control but I really wish I could play this on a touch screen, I have a feeling it would be awesome. The one thing I feel is holding it back from really being able to handle some serious difficulty is that when the notes start coming too fast the screen starts getting so cluttered, making the timing colours useless and making it hard to see some elements like the multi-tap notes.

Tesla Death Ray

Jan. 16, 2011

1

The energy upgrades are quite flawed. Increases in the maximum capacity of a resource are only valuable when you have periods where you can recharge that resource, and then periods where you must use that capacity. That is why the maximum health upgrades work in this game, you can recharge your health to full after every level and then you need to preserve that health throughout the level. The energy capacity upgrades are NOT valuable because you are faced with a constant stream of enemies, so your regeneration is the important fact, the max capacity is pretty much irrelevant.

Tealy & Orangey

Jan. 15, 2011

6

Some kind of "this will reset data, are you sure?" warning when you start a new game would be nice. Clicking the wrong thing and resetting your progress sucks. Overall fun game though.

Effing Meteors

Jan. 15, 2011

6

It really is nice to see an advertising game that actually emphasizes gameplay with some ads thrown in rather than the usual offering which is just blatant product placement.

It's so rare to see a flash music game with a really solid system, well done (I don't care if it's just a copy of guitar hero, the implementation is excellent). Not a fan of the lack of being able to save your progress, but quick play makes that not a huge deal. A note about the badges (and yes I know that's up to Kong not the developer), while you certainly CAN get the hard badge on harder difficulties, the easiest way to get it remains playing the songs on easy and comboing really well, which is very anti-climactic. The hard badge should force you to play on the hard difficulties.