Nice concept, but horrible tutorial. I looked at the many pages of text and thought "what is this going an about?" Once I got into the game it was good, though a little repetitive.
It seems much smoother, and I love the use of tweening between the pieces. Its a nice touch. The thing that bothers me is after finishing the first 25. I see the next 25 are the same pictures again, but with more pieces. I liked the variety.
Nice idea, but deliberately overpunishing. Many of the traps have no warning and no visual clues. Unless you are very slow with your advancement you can easily stumble into traps.
Also there is no celebration of your progress, no 'well done, you got 53 crystals, new record' or 'you reached level 2, so you now start at level 2' or any other reason to try again. Its just 'you are dead, restart from scratch'.
Small but sweet. Didn't mention instructions on how to move, but did give instructions on switching. Never really hit a serious challenge, only on the last level. Could do with some more challenging levels.
Excellent attempt, the graphics/sound are basic, it took a long time for me to understand the fire/ice mechanic. But once I understood that I really started enjoying the game.
Really simple concepts, but very playable. The way the concepts are presented are first class. Great stuff. (sorry to report the scrollbars are still present. I have the same issues on my games)
I started looking at the game & thinking what am I meant to do? I clicked a button & I won. It took me about 3 levels to figure out what was going on. Some instructions would be good. Use a set of small animations in the instructions to explain what is going on.
Great concept, the controls are are little iffy, it felt hard to draw and rotate the cube with the mouse. Good call for letting up fill one square at a time and not forcing you to draw the lines in one go.
Put a father and three kids around the computer. Have each of them take turns and have the others calling out which things to shoot next.
Great family time.
Building on the suggestion from alumica.
How about either having configurable AI options, or give each bot-brain a 'personality' eg. Never stays put, keeps close range, chases weakest target. That way you would need to consider the bonuses of the AI as well as the personality.
Simpler and quicker than Peacefree ILA. Though I liked the earlier version managing of individual troops, the time taken was a lot longer. Also the missions in this game are a lot shorter, no more of the multipart missions which went on forever. The only thing I don't like, is we seem to have lost the story & the humor which made the first version so compelling. The arguments between the troopers and the Peace Who? Running joke.
Thanks for playing MarkGossage! Yeah, the story is something I regret taking out. I have some story that I'm working on, but I seem to be having priority issues (torn between adding PvP aspects or adding more solo story/campaign maps).
Awesome concept, pretty good implementation, loved the sound.
Main feedback was it was not always clear which faces belonged to which cube. If you has some way of highlighting the red cube, or the blue cube, it would be a lot clearer to visualise. You also want to add the kong scores too.
Thanks for playing MarkGossage! Yeah, the story is something I regret taking out. I have some story that I'm working on, but I seem to be having priority issues (torn between adding PvP aspects or adding more solo story/campaign maps).