First of all, OK game. Old concept, but stearing is OK and that's not too common with these games. But, why not have the mouse more to the left? So you can plan ahead? Seldom do I go backwards very far. And also, when you want to restart, make me able to use Space or something. Moving the hand to click with the mouse is somewhat annoying.
1/5. Why? First of all it's a demo, second of all I've mainly been clicking madly to find out things to do... I mean, there's a bunch of puters and you seem to be able to do different things to the different computers, with no apparent reason as to why...
DarkZetta. Sorry, you're math's a bit off there. Chance to get two in a row is 20% (five colours) as the first colour doesn't matter (we didn't say "two RED in a row"). Three is thus 4% (20% of 20%). Then comes your 0.8%. Not being anal here, just saying.
Although I do agree that you seem to get long rows of the same colour, but again, that's easy to say after a fact ("Wow, that's impossible!"). Statistics would be nice? Anyone nerdier than me out there? *grins*
No offence, but this was like any escape game, just without any actual challange. And I'm sorry to say that the "oh god, I can't remember anything and everyone wants me dead"-genre is overdone by now. Brutaly honest, I know...but keep working on it, one has to start somewhere!
Sorry to say, but there was one actual puzzle, rest was a clickfest. Some clickable areas seem to be a lot smaller than the actual object, which means that one think one has clicked an object and nothing happened while in reality you just missed the area on the object that was clickable.
Not a bad start for escape game making, but needs work.
Nice escape game. Things was logical enough. And I realy like the fact that most places were clickable. Many games will only have areas of interest clickable, sometimes making you think "you can't look under chairs" just because you couldn't look under the five first you found.
Could have had a bit more in the way of actual puzzles, this was mostly "find the things".
So basically, good job, was fun playing!
Not bad. I liked it. Perhaps nothing I'll play over and over again, but felt quite nice for a shooting game.
A couple of things though, but these are just details and pershaps something for "version 2". The grip on the gun would probably hurt you, and if nothing else would mess up your aim totaly. Right hand grips gun, left grips right hand, sort of. And secondly, the slide could move backwards when you fire (simple enough animation I think), and also lock back when you're out of rounds like it would on a real gun. It's much easier to keep an eye on than the ammo-counter in the corner.
Just a thought...
Ok graphics. But a "things are just ilogically hidden" clickfest.
Found just about everything by random klicking.
But it did have some thought to it as to what you need to get out (without saying too much), so I'll give some creds there. Keep up that type of logic and I'm sure we'll see some good escape games from you.
***WARNING, WILL CONTAIN SPOILERS***
I'm sorry, but this was not very good at all.
First of all, it's not the complete game. I don't mind demos, but state that it IS a demo if it is.
Secondly, there are SOME logic in this game, I'll give you that. But mostly it's yet another case of "mad clickfest". Don't hide things in the graphics (as you've done on the paintings for example).
Many things I've found has not been by seeing them, but out of luck (statue parts, stuff on painting, "zoomed in" areas in some cases.
And when you finish some of the puzzles you don't even know why things happens (finished statue breaks glass with, eh, telekenesis? Couldn't I do that with something else, like all the heavy objects I had?)
Sorry to say that this is an illogical clickfest. Has potential, you've tried and it do show. Keep up the good work and add more puzzles and logical thought into it (it's hard, I know) and I'm sure you can do something realy playable. :)
Concept is common, but OK. Would be an acceptable game if it weren't for a few details. First of all I've always disliked (so might just be me) way large characters. Why? Well, you can't see what's in front of you more than a few meters. Secondly, movement is so painfully slow it's rediculous, I mean, is that a second of time for a "direct attack"? Just feels...weird (or...under water ;). Anyways, I do like the graphics, they're nice. Fix the gameplay and it might actually be quite fun to play.
*** SPOILER *** MadCrimson. Well, yes. And the red plug goes where? Into the back of the hand, i.e. plastic. And still, where does the power come from? And here does it go?
No offence, but yet again we see an escape game where logic is thrown to the four winds. Renderings are nice, but it's a clickfest more than logical thinking.
*** SPOILERS ***
Where's the logic in connecting a plastic(?) hand to a door, then draw wires to some model of a molecule? Why would that even have anything to do with electricity?
Escape games are games of wit and logic, not random clicking "just in case it works".
Interesting version of a proven concept. Way too short (not as much a game as a "proof of concept").
Oh, and as so often in games like these it feels like the vehicle is way too large for the screen, you can't realy plan ahead at all.
But, fysics seems to have worked nicely, good job there. :)
Must agree with everyone else here. No. 1 och 2 was realy nice. Not realy hard, but had a nice storyline (which isn't too common with most of these games). But this was just "thrown together". But well, will wait for the next one, I'm sure it'll be real good. :) So keep up the good work!
Quite OK game (even if it's more or less Bomberman...but hey *shrugs his shoulders*).
But one thing that realy, well, makes the game unplayable. The "ghosts", when they start 3 squares from you and you have nowhere to go...you are dead. You can't run away, you can't place a bomb (even WITH the detonator it's a 50/50 game if it comes at you from an angle you can kill it in...) You just die, over and over again until all lives are gone.
Spawn ghosts in the other corner of the map or something. "Instadeath" is never fun.
Love the concept. Small, simple yet strangely challanging to get that ball to go where you want it to, so as to pop as much as possible while still not growing too large.
But a couple of things I've noticed. First of all I've poped green balls by hiting them once. Ball seems to "wobble" a bit, might be a problem with hit detection detecting multiple hits at once in some way?
Secondly, game seems to tell me "game over" once in a while, even if no ball has gone over the red line. Very annoying when you're getting somewhere and WHAM, game over for no reason.
Oh, and even though it's not nessesary, better graphics is always nice. Just a bit of walls, a nice cannon and something more to the balls than just colour, a waterdrop effect would be nice, or something like that.
But again, fix the (as I take it) bugs and you've got a winner!
Good concept, but there were a few things that made me want to not play any more. First of all I think that smaller figures would give you more real estate to work with. As it is now, you walk three steps and you're face-to-face with an enemy.
Secondly it was not much more (the little I did play) than pressing the mouse button and walking forward.
And a few things that's already been said, no need repeating.
But, good job anyways. Good graphics, generally nice gameplay...keep it up.