Unfortunately, the game is so bugged for me that I cannot even get through the tutorial. (Glitched once and I had to guess at what I was suppose to find next when the tutorial text disappeared. Froze once. Stuck on Main Screen for 5+ minutes... etc) Will have to check back later, but looking over the comments already I'm already a bit dismayed.
Cute game, and the ending was... fun. lol Now some comments. First thing I noticed when playing the first few rounds is the timer sometimes (not often) cuts off before the very last start reaches the ground. Not a big deal but a little annoying when you are running for it and the game cuts out just before it reaches you. //Different sized falling stars would make for a little more variety and change play up a little bit or 'shooting' stars that came falling from different directions of the screen.
An overall passable game.
- Higher difficulty: Many levels don't need more than a click or two and little thought. Even accidentally. Ramp up difficulty and # of lvls.
- More Gravity Twists: Go for less momentum block puzzle & more gravity options. Many puzzles don't even use gravity flip. Sometimes that's fine. The level of block focus right now distracts from the theme. Options: Clicking certain sides of the screen affect gravity different ways. Certain levels gravity starts at a different direction. Multiple gravity types in a level.
-Out of Bounds: More leeway needed on what is considered out of bounds. The ball completely out of sight would be preferable.
- Music: That does sound like Sushi Cat music. Is that open source?
- Mute Visuals: Maybe add an on/off light for those that play muted to see when gravity is in effect.
- Keyboard Keys: Space bar for gravity control to separate it from block clicks. 'r' key for reset would be handy but not your most important fix.
The only thing that kept nagging at me in the game so far is that the altimeter is in the bottom left corner when I kept looking for it at the top right. Nothing game breaking. It simply feels more appropriate to be above as you are trying to keep the penguin 'up'. An otherwise fun game, more so once you are a little ways in and can experiment with a variety of tools at your disposal.
So far going through the game I am enjoying how the reverse tower game has been done, but I do get frustrated when it seems like I'm being penalized for having super fast speed and thus not able to pick up all the orbs. I shouldn't have to 'hover' over an enemy who's about to die just to get the drops or quick slow the game back down just before the last minion drops; it distracts from the game play for no valued reason.
While I agree that the bombing ship is a 'wee bit' on the overly difficult side, I at least do have a constructive minor solution for it. There isn't really a problem with the number of bombs or shots that the ship makes or even where the bombs/shots land. The true problem is the height of the fire pillars made by the bombs. Nothing less than a perfect (double) jump will send you sailing over them without being burned. If you want to lessen the technical difficulty but still keep the challenge, lower the height of the fire pillars a smidge to make it just a little bit easier to jump.
Please + if you think this is a fair adjustment for that boss.
Unique theme. Certainly challenging, but unsure of the scaling of the difficulty as it is rather high from the start. While the high difficulty is a thrill in itself at first (at least until you get upgrades), at the same time I can Would like to see more variation in speed with the aircraft. The only two with a noticeable difference is the helicopter and the fighter jet, but it would be nice to see some randomness even within the types as well.
Counter doesn't work at all. In a sense it is a 'hidden object game' but not the kind I originally thought it was (ie: pictures of scissors blended into the back ground instead of buried under image squares). I don't know what 'clues' the description means in regards to solving the puzzles. All I had to do was run my mouse pointer over the picture until the hand appeared. There's no challenge in that. Just mindless tediousness.
I liked the concept of the game, but most of the challenge came from tight jumps and little spaces which was more frustrating than fun. The beginning was a good tutorial. I think another tutorial notice could have been used at L16 (the one where the jump pads were introduced?) to remind players of other interactive items. I liked the explosion power at L27 and I think that is a step in the right direction to making something more challenging AND fun at the same time. I think that a pointy 'pow' symbol (minus the word 'pow') would work better at conveying an explosion than a simple circle on the power up, however. As said, good concept. Needs work.
While the game is straightforward and uncomplicated, I do not feel rightly challenged. I was half expecting to have to AVOID painting over the x's with different colors, for starters, because that would mean I would have to come back and repaint the x the correct color. That in itself would be one.
I have to agree with Rain King on some of his suggestions: jump limits (less for a bonus score/lose points after a certain number of jumps), increased use of windows, increasing challenge, and more game elements. Adding to his game elements, consider areas that spin that the ninja can stick to, 'one way' areas, and teleporters that can send you to random or specific points on the map.
The only one I had an technical/minor issue with was the "DuckTales" one. I couldn't remember if there was a space or not and tried with the space first. Apparently it didn't like that. A little more leniency there? Otherwise good picks for sound clips.
Lvl 9 can actually be done in 3 clicks instead of 4 though it takes timing.
- Click the first block as the solution shows
- Leave the human tethered to the rope
- (Now here's where the timing comes in) Drop the vampire and hit the last remaining outside block (the block on the far left) so that it cancels out the swing of the human on the right.
If you've done it right, or get lucky, this pins the vampire in the middle, keeps in vampire from falling into the garlic and nets you the extra points. If you're unlucky, the timing is off and the vampire gets punted into the uneaten garlic.