Not experiencing any lag, but the game is pretty bad anyways. The powerups requiring IRL money make it very clear that this is just a cash grab. The game difficulty ramps so slowly that playing to 3.5k feels more like a chore than an actual challenge.
Apparently the save function is bugged, so when I game overed from a question I had to guess randomly on I had to restart all the way from the beginning -_-
Some really good levels, but a few of them felt like you kinda wasted the mechanics on. Though I understand you want to teach the player how the mechanics work first, there could be a bit more levels where the solution wasn't straight forward, rather than moving to the next mechanic straight away.
Fun game! Attempted to do a no gun run, but had to kill both bosses, a bird by the time-disappearing bridge where a ton of birds spawn on both sides, and two of the 6-armed creatures that you can't jump over. And a poor spider died when the final boss died, but I didn't kill it directly.
Pretty nice, I like the line marking feature, but the controls for it are terrible (I guess it's made more to be suited for mobile rather than computer?), and the lines shouldn't disappear when the line goes over them
Great game. Though some of the game modes have some randomness to them which can put the player in unfair positions, the sheer amount of levels and low requirements lets the player skip those without playing them too much if they so choose. The only downside is that it can be a bit boring to replay the easy part of each game-mode over and over again, being able to skip to a reasonable 15p+ position after getting there the first time would be nice.
Nice, though it didn't really feel like a puzzle before the rotating blocks were introduced, and even then it wasn't before the last few levels where it felt like I was doing more than just clicking the tiles in order.
Kinda fun, though the red flashes can be a bit too distracting (IE if I charge into an enemy in the middle, the whole screen suddenly is red for quarter of a second, and when it goes back to normal I'm suddenly near the border)
Managed to win, but was the last boss supposed to not do anything? (It was exactly like the first boss).
On the topic of bosses, are we supposed to _not_ to kill them if we want a time-survived high-score? Or do you plan on adding a "Time Clear" where you can go for a lower score?
There *is* a <time clear> score but I've hidden it because, well, there were so few people in the first week.
I'll restore it shortly.
Agreed, the red flash is a bit too much. And correct, the last 'boss' does nothing... except doubling the rate at which the circle shrinks ;)
Some more notes on the switch direction bug:
It doesn't work if you just started endless mode, or if you in the previous round died before getting to the second circle.
You can press at any point to switch direction, as long as you don't switch to the next circle
If you try to switch side without going to the next circle, you insta-die
If you go back to the first circle and die, or get crushed by the first circle, it counts as dying at the first circle
We're sorry for that, in the extended version we'll play better with the hitboxes, the hitbox was already smaller than the body itself so it was kind of a struggle adjusting that without making it too weird
I see a bunch of people complaining in the comments, if you haven't noticed, it's a one-key rhythm-game, mixed with time-manipulation.
You can't jump when right next to an obstacle, because you have to be able to move forward to progress in time, however, you can time your jumps to the notes in the background music to get over the hurdles.
To get points you need to hit the notes, where you seem to get more points the closer you get to the note. Hitting notes between stopping in-between gives you birds that act like some kind of combo-multiplier.
It's an interesting idea, and sort of a forgiving rhythm-game, with just the right amount of levels to not become boring, so complaining about it "not being a game" just because it's not your taste is stupid :-P
Managed to get just a few hundred less than 30 000 without taking damage, then later getting more than 30 000, but realizing that mines count as collision, but now, 2½ years after first playing, I finally got the impossible badge
To go far, make sure you hit the jump in cart and jump as good as possible, then make sure to stay as diagonal as possible while rising, then as straight as possible when falling.
To get 1800 points, again get both the max jump in and jump, then aim straight upwards while doing handstands (over and over, don't hold) until the boost runs out, then hold left while doing handstands when the boost runs out. It doesn't matter if you crash.(You can hold too, but then you have to time letting go the handstand)
The one run I make sure to save enough money for a gold voucher, I don't get one until day 15. After that it's Monster > Gold Voucher > Gold Voucher > Monster > Gold Voucher > Gold Voucher > Monster.
The second monster was the dragon, rip.
There *is* a <time clear> score but I've hidden it because, well, there were so few people in the first week. I'll restore it shortly. Agreed, the red flash is a bit too much. And correct, the last 'boss' does nothing... except doubling the rate at which the circle shrinks ;)