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Game comments and reviews
Feb. 14, 2012
The game could use a lot of polish. The graphics are too square-ish, some levels are missing sound, collisions could use some tuning, and on some levels the player can walk off the side of the screen.
Developer Reply
i took some of the sound out on purpose, some levels just seemed too short and i felt replaying similar songs over and over would get too repetitive, yes the collisions could be a tad better, and which levels could you walk off the screen?
Feb. 13, 2012
The tile placement seems really random, and it just looks bad in some places. Also, you should use a different main character.
It was meant to look like that, but if you guys dont like it, it can be changed!
Feb. 11, 2012
You should consider adding autofire.
Feb. 08, 2012
This is what happens when you release a sequel one day after the first one.
Dec. 24, 2011
Stop uploading Stencyl demos.
Dec. 13, 2011
This game becomes very hard for me at level 8; at this rate I don't see how anyone can complete all the levels. Also I don't think there needs to be this many levels because the only difference between them (at least until level 8) is the number of enemies.
Dec. 11, 2011
I think my best time was 7 seconds. A lot of people like short games but this was too short.
ok ill work on the difficulty
Dec. 08, 2011
Level 6 is ridiculous. The game still could use polishing, but it's better than your first.
Thanks, any suggestions? Level 6 is some fun huh? lol.
Dec. 03, 2011
One of the most common problems I see on the Stencyl forums is misuse of the time blocks, particularly when using them in the "always" wrapper or when referring to an actor after it has been killed (both game-breaking issues). I think that could use a good tutorial.
Ah yes, I have some workarounds for that issue. Good idea :) EDIT: It is now included in tutorial 5.
Dec. 02, 2011
@bitratedesigns I'd say they're too light.
Updated the game, the bullets have been darkened.
It's hard to see the bullets.
Should they be bigger, or a different color? Are they too light on the white background?
Nov. 28, 2011
For duplicating and removing blocks you can also hold down Alt or Shift while clicking and dragging with the mouse.
Thank you! I have been waiting for the proper time to let users know about the shift-click (which I use many times per day :P), but I was unaware of the alt-click. Will update the description to include that (doesn't really fit in the two lines per scene). EDIT: Will be mentioning both in the upcoming tutorial :)
Nov. 19, 2011
This is one of the best StencylWorks tutorials I've seen so far, and it's interactive too :)
Thanks :). Anything you would like to see in a future tutorial?
Oct. 27, 2011
The game could definitely use some optimization; even with just a few moving actors the fps drops, even during transitions.
Will see what I can do.
Oct. 26, 2011
Needs more color :p
Oct. 23, 2011
The game looks pretty good and the story is great, but the fps sometimes drops below 20, especially when jumping while other actors are moving on the screen.
Oh that's a little worrying on the lag front, I'll have a look into it - sorry for the subpar performance :)
Oct. 17, 2011
Even on cake difficulty the enemies can spawn close and move quickly toward the player, although I guess there are less of them.
The difficulty affects the spawning rate primarily. For me, a large part of the fun and challenge is the randomness of how quickly/direction the circles spawn. The spawning points are all fixed though, so you can try to work your way around them.
Oct. 16, 2011
Well at least it is better than most of those other crash course games. I agree with TyStorm though; the enemies are pointless if they can't hurt you. Also it looks better to not have corner and side tiles standing by themselves.
Oct. 14, 2011
I think the difficulty should start off easier and not increase so quickly. Also, the Bad Guys should not be able to spawn under the player.
Link runs a little bit off of the ground, and the collisions just don't seem right.
this is fixed in todays update, coming soon.
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