I agree that the animation can be a little disorienting, but otherwise I like the different twists you threw in there over time. That one level where I had to collect all the blue dots was probably the most harrowing for me! The only other thing I'll mention for improvement is that I feel some chippy, minimalistic audio could have really helped things along here too.
Nice overall!
Thanks for the feedback. It means much for me.
Actually, there was audio in the prototype version, but due to a bug in Crafty, it made the game lag. (They say they will fix it in the next version.) Since I wanted to finish for 1GAM January, I disabled it for now.
Thanks for the encouragement, and that you liked my level design. I will try to build my next game concentrating more on that side.
By the way, I just re-licensed the code under MIT, so, feel free to hack it if you are in the mood.
https://github.com/dragonfi/SnakeMaze
Well THAT was a massive cluster bomb of nonsense... a good massive cluster bomb of nonsense, mind you. Anyway, it's a bit more compelling than I first anticipated. Although I feel the game falls a bit more on being "luck-based" when you get up into some of the higher combos (since you basically have to hope something like enough new ships come on screen to keep it going or you get the right power-up to fall), it has a surprising amount of strategy to it as well. It's very amusing and somewhat tantalizing, but ultimately it's a rather easy game to just pick up and play for fun when you have a couple minutes... although a minute may be a stretch if you starting scoring 1000+ on a single bullet. Ah well, you hopefully get what I'm saying, haha. 4/5
Well, I wasn't expecting to get sucked in like that. This is a very clever, open-minded puzzler. Nice presentation and I like the multi-dimensional way of looking at cuts and manipulating field elements. Great job! 4/5
Quite all right for a first. I can't say it's very high caliber unfortunately, but you did nicely. Jumping seems a little unresponsive at times and I'm not even sure level 8 is beatable. Level design is adequate, showing some light sparks of creativity. So all in all, I think you have a good first experience to build upon. Keep it up!
This is a clever, if not somewhat maniac, puzzle game you have here. Real pleasant vibe and presentation too. But I'm not sure I'm going for the time-based stuff, just like others said. The measurements of medal progress feel a little... out of place. Still good anyway. 3/5
Didn't really find the game that crafty. To be honest, this is a pretty uninteresting platformer. Most levels are fairly straightforward and easy, and what few moments the game does have (like the multiple player level) aren't very strong either. Its solid in its own right, but it does little to stand out from the typical platformer, in my opinion. 2/5
Though there are some quirks, this is a very well-done, fresh take on tower defense. Nice amount of strategic detail that doesn't bog down the player too much (i.e. data management overload). Resource management is nice and simple too but it works. Some more visual cues for things like low HP would be nice, but nonetheless this is a great game!
This needs some touching-up in my opinion. I didn't see anything telling me how to shoot my bullets, for one. Beyond that, level design and gameplay doesn't have enough variety and is too straightforward. Also, the music gets kind of repetitive too. It's a nice core concept you have with the mouse-following chopper, but based on what I saw it needs more to make it better.
Well, its got some nice functionality and potential, but right now the main objectives (collect coins, jump on enemies) and the supporting level design aren't deep enough to carry this game far. Also, is there any difference between normal and hard? It's all right, but it needs more variety and excitement.
The core gameplay is really simple to grasp but there is definitely a great attention to detail here. I found the light to moderate sim strategy to be rather entertaining. The only thing I kind of found myself wishing for was an end-of-day summary for not only customer ratings, but their comments as well (kind of hard to catch all of them especially when so many of them are walking around). Minor detail though; great job!
OK, I think its a very good concept for a puzzler, but the reality is that the presentation is very boring and dry. This could be a nice game but right now the ho-hum graphics and lack of music are not compelling me to play much beyond the opening levels. Needs more energy!
I played another Red Ball some time ago and was underwhelmed quite a bit. But I actually kind of enjoyed this; this actually utilized some clever mechanics like the lasers and different button effects. Not the best game I've ever played, but it's real solid to be sure.
The pacing of this game is way too slow. Getting more penguins is really expensive (thus I missed out on the "oodles" part) and the gameplay gets bland fast due to long waves and seeing the same old enemies over and over again (which may be due to long waves). It just loses its appeal too fast and before I get to what could be the better stuff (more/better penguins), so its not very compelling to play. 2/5
It just doesn't work well: from attacking to jumping to overall speed... it's just slow, a touch confusing, and uninteresting. I'm not even sure what I'm supposed to be doing. 2/5
WOW! This has got to be one of the most intuitive puzzlers I have seen in awhile! It's just so wonderfully simple, and it carries itself so well without having to introduce any new gimmicks or the like. To boot, it's wrapped in this fun, techie-vibed package that really makes the whole thing a cohesive, stellar endeavor. But PLEASE: change the requirements for unlocking levels! Not only is it not that obvious that you have to play challenge mode on top of the regular mode to unlock levels, but making the player essentially replay the same levels to get new ones feels very counter-productive in a puzzle game like this. Please change that! I feel like that's the major thing holding me back from rating this 5 stars, because this is just so incredibly good. Puzzle games can have a hard time holding my attention personally, but this is phenomenal!
Thanks for your comment!
The minimum number of stars to unlock every five puzzles were set considerably so the players could try some puzzles in the challenge round and not just playing the normal rounds. This is to keep the game less linear and adds a bit of a variation. Almost like Super Mario 64 in terms of replaying courses (although slightly altered each time) to get the star in 7 or 8 different ways.
Although, I'll take your suggestion into consideration for future updates.
It would appear this game, for better or worse, has a case of "I look cool because I have lots of upgrades." The base gameplay itself gets pretty bland, easily gets too cluttered and busy for its own good, and seems to boil down to just beefing up your health and gun instead of using skill to avoid and attack strategically. To be honest, level design feels a bit like a randomization of thrown down elements. I'm willing to say its a good game, but not much beyond that. For the presentation and work put into this, it's a little disappointing. 3/5
Its an interesting concept to be sure, but I feel like the amount of capsules is a bit of an overload at times. Even moderate size stages are hard to take in and figure out where the supreme chain reaction is hiding. Not that its not supposed to be challenging, but its perhaps a bit much to try and see far enough ahead into a 30+ chain. Still a neat game, though. 3/5
I'm not the biggest fan of puzzle games, but I do kinda like math-based ones. It's definitely a well-polished piece that works well and has subtle difficultly to it, and the overall presentation from graphics to sound is sharp. So all things considered, I think its an excellent game! 4/5
Nice little shooter you have here. It actually was a bit funner than I was anticipating based on the opening levels. The upgrades are what carries the game here, which is good and bad: good because they work well, but bad because I feel the gameplay isn't up to par with the upgrades. Flooding later levels with bad guys (the bonus stage was pretty silly IMO) does not make necessarily make it old-school hardcore. In general, I feel the complexity and depth of the upgrades overshadowed/overtook the simplicity of the actual gameplay later on. Nonetheless, it was still surprisingly enjoyable. 3/5
Thanks for the feedback. It means much for me. Actually, there was audio in the prototype version, but due to a bug in Crafty, it made the game lag. (They say they will fix it in the next version.) Since I wanted to finish for 1GAM January, I disabled it for now. Thanks for the encouragement, and that you liked my level design. I will try to build my next game concentrating more on that side. By the way, I just re-licensed the code under MIT, so, feel free to hack it if you are in the mood. https://github.com/dragonfi/SnakeMaze