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Game comments and reviews
Dec. 27, 2015
It would be nice if there was an option to move a building (maybe for a price? does selling a building and then rebuilding it somewhere else have a penalty?), though I suppose the fact that you can't do so makes it more realistic and emphasises the importance of planning in advance.
Oct. 02, 2015
Altheos_Aaron's advice may be correct, but I needed to use both pegs at the top in order to finish it. I like how the game has multiple ways to clear a stage, at least, and that there's not a preset answer.
Nov. 01, 2014
Sometimes I think the time gap between when it is accepted and not, should be increased. I've calibrated again and again, and I can even hear my pressing of the button on the same time as the beat, yet even during the 'straights', unless I actually look at the beat rather than listen to the rhythm (which I don't really like doing), I end up dying - this tends to be a bigger problem in faster songs.
Oct. 24, 2014
Well, this game... The learning curve in this is pretty ridiculous, and I doubt anyone playing this for the first time would be able to do the entire thing without much trouble or consulting the walkthrough first (but it was in text form, so that was a good thing). I thought the dialogue could be made so that no sound of them speaking disappeared the second time you clicked on it, and it was pretty annoying to dismiss those messages. Normally the solution involved only a few actions, but it was tedious to find the things that you were able to click on as well. Probably going to rate it 3/5. I liked the difficulty (once you got used to it) and different styles of playing, but it was just too short as well as somewhat frustrating.
Oct. 20, 2014
Maybe at the end you could include an 'extra' part which explains everything and the things our decisions change. While I understand the story for the most part, there are some certain things in the game (such as how your choices affect Kazumi) which I don't understand so much. Perhaps something like a 'decision tree' which branches off to different endings?
Developer Reply
Um ... The point is that sometimes it's really difficult to know what the right choice is because no one can predict the future without knowing every possible variable in advance. Some people tried to pick the good examples and were mortified that they got the bad mother ending. LOL! However, I think my idea at the time was that a good mother would stand up to their daughter, but Kimiko might not depending on your choices. But also, it doesn't matter what you do because Kazumi is how she is and Kimiko waited too long to get her into therapy. It should be noted that Kazumi manipulates her mother and father into getting what she wants.
Apr. 14, 2014
If there's something I really HATE about this game, it's the fact that at times I accidentally click out of the screen, and once I click on the 'resume' button, even if I'm really far from an incoming projectile, there seems to be a phase after clicking the resume button that I'm not able to click or jump to dodge projectiles, resulting in me dying many, many, times.
Feb. 02, 2014
Glitchy, fairly laggy and instructions fairly unclear. I'd say that there should be a 'hold' button along with something to tell you the next colours.
Jan. 18, 2014
But the music is awesome.
It really needs some kind of outside playfield - It seems very unpolished when you see the snake go out for one or two pixels before you die. Another note is that the score going up in 10s only makes it really dull. I'd recommend some kind of powerup or another way to score. If not, just increase it by 1 instead, along with some kind of +1 symbol once you touch it which disappears afterwards.
Dec. 20, 2013
I find it strange how qualities can rise up to as much as 985%. Wow.
Nov. 18, 2013
As much as I like this game and admit that it's a very good concept, it's just WAY too slow. I've taken already 10 minutes for just the first battle, and not only so, but the battle system is really unpolished. You could give extra turns for combos and T matches, or maybe a different implementation of the 'match 3.' Here, it's really like Candy Crush and depends a lot on luck. I've already went 7 rounds without being able to make a single energy or rage move, and so I kinda lost my interest in it. It isn't my first time trying to play the game either.
Nov. 17, 2013
What I like to do is send those super-small snow pieces flying above the screen, and when they come down they're 15 to 20 meters big and coming down at a really fast speed. If it actually manages to hit something, it'll probably deal 60 to even 100 damage.
Oct. 17, 2013
I got kinda disappointed when I found out there weren't 10 levels each time...
I know! Me too, for symmetry - but in the end it made more sense to put slightly more levels in each set. Thanks JonathanY22!
Oct. 16, 2013
Dammit. Level 50 took me 4 times the amount of how long it took me to do all of the other levels combined.
Oct. 15, 2013
Only on Month 11 did I finally get a penalty. DARN IT, GAME, Y U GIVE SUCH LITTLE APPRENTICES?!
Sep. 20, 2013
Good concept, imaginative use of art, but implemented in the worst (and by that I mean REALLY, BAD) way possible. What kind of water makes you explode? What part of exploding is in minimalism? Levels are way too long at times, and this game is just as hard as if you were to play any other platformer with your eyes closed. 2/5. 1/5 for implementation 3/5 for art 4/5 for concept and originality 2/5 for gameplay
Sep. 19, 2013
How I wish there was a Sandbox version of this game...
Aug. 20, 2013
971,676... SO... CLOSE...
Is it just me, or is this game insanely hard? I needed 4 tries to finally get through Level 3 without losing too many lives.
Aug. 19, 2013
What really makes me hate this game is that it's deceiving - For one, the view makes it hard to determine your position, and for two, landing on the edge of the brick makes it impossible to jump as it thinks that it's already falling, so landing there basically means you've died already.
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