I liked this game better when it had gameplay mechanics and was called Motherlode. Not trying to be too incendiary, mind you, it is cute and put together well for the most part, but it lacks the interesting gameplay dynamics and speed of the general type of game it very obviously attempts to recreate.
I find it incredibly frustrating when a puzzle of this type has multiple possible solutions that satisfy all conditions, but only arbitrarily accepts one. I know that it's an unfortunate difficulty in puzzle and game design, but running into it within the first three or four levels is a barrier to getting interested in the game.
Unfortunately, I can't complete this game due to a glitch or some such nonsense; in the level with spikes and a force-shrink and forced-growth column near the end, I finally resorted to looking at the walkthrough to try and make it past the forced-growth column, but no luck; the 'I' grows too fast and hits the side of the block you're suppose to wedge yourself under, every time, even if I back up at ground level to get to minimum size first.
That technical issue aside, the narration straddles the line between 'heartwarming' and 'laughably bad', and the game has a cute concept and interesting execution, and overall it is reasonably charming. A little polish, such as the inclusion of a mute button (and, hopefully, the correction of the level glitchiness, though that may simply be an issue limited to myself), and this would be a real ace game.
Fun little game, not terribly difficult to clear in story mode. Not to clutter the comments excessively, but I have to echo some other folks' sentiments and ask if there's some trick to reaching full speed? Can you not use slowdown stopwatches at all? I got the 30 second Untouchable achievement and literally ran to the cave's halfway point unscathed and still didn't have a yellow aura or whatever's supposed to keep me from breaking my face on boulders repeatedly.
My God. Either I have the worst luck imaginable or the difficulty scaling is insane. I beat my first game on normal with all of two casualties the entire game, without knowing what I was doing (and none of them to missions or zombies). I have yet, after about six tries, managed to even get the vital antivenin research on hard, and I continually hemorrhage survivors to 3% and 4% scouting missions; about one in six, actually, which, small sample size aside, is pretty steep.
The problem isn't that the game is a horribly bad concept; but the EXECUTION is terrible. Honestly, we understand you want to make a long and engaging game, but the method to do this is not to make everything tedious. I shouldn't have to grind the weakest enemies, taking 10+ hits each, for an hour, in order to afford the next step up in guns, so that it takes less than two full minutes to kill a zombie, all while plodding about slowly. The pacing is glacial; fix that and you'll have a really engaging title.
An interesting game, and I really would like to see this entry polished a little, or more along this vein, but I just wasn't quite able to see it through to the end. Between falling through solid ground, randomly ricocheting off of platforms my character or Rex had landed squarely on, occasional stuttering, and a few checkpoints refusing to work (where others worked fine...and for a couple of levels, seemed frustratingly absent where they might have been helpful), I just don't have the heart to keep trying. The glitches are frustrating and hinder an otherwise nice, fun little game.
Not a terribly difficult or deep game after a brief initial learning curve, but quite fun, and just oozing with style and humor. An excellent Evil Genius love-letter in flash, and far more engaging and faithful to that game than many other attempts. Great fun!
Interesting game, although it's a bit frustrating that at least a few puzzle solutions don't appear to actually work, preventing me from progressing; this is most obvious with Puzzle 8, which staunchly refuses to register as solved despite telling me as much (and after initially lying to me about what to do on the page, no less!). Some puzzles also froze the game after being solved, at least one of which, Puzzle 3, required me to solve it twice before it would register.
Came for the Megaman helmet, stayed for the funky music. In all seriousness, it's not a terribly original game, but it held my interest a little while; a little tweaking and this could be a serious contender.
The dialogue pretty closely mimics the sort of controlling, persistently negative interactions you'd see in any abusive relationship. I'm divided on just how creative to call the ways the game changes based on that interaction; it's a cute gimmick, but the 'message' is a somewhat broken allegory, at best. Ambiguity is not a good substitute for actual artistry. All that said, the directness and confrontational nature of the game are at least novel, and worth the time to play through. An interesting story, if nothing else.
Not a bad game overall, though I'm not entirely sure if the Dead Space/Event Horizon mashup was used to its full potential.
Out of curiosity, I started my game back up after the ending, and found a somewhat humorous bug; although my many, many health upgrades have persisted, my shields appear to have been reset to their original charge rate or lower; after standing still for about thirty seconds, and then taking the time to write this, they're still not even halfway recharged yet.
While I agree the main gameplay issue is the glaring visual clutter, it's a very good game overall. I was also hoping that there would be a bit more to the character of the AI than just tired GLaDOS bandwagon-fare, and I wasn't disappointed.
A nice little game.
Oh, now what the hell. This would almost be tolerable if trying to chain tricks together actually worked; every time I try to chain different aerial tricks together, it overwrites my last type of trick, so I can never get a combo of more than two, even if I do them consecutively while flipping. What am I supposed to do about that?
The seemingly random rotation you have on launch makes the hard badge a nearly impossibly frustrating excercise. I've achieved at least 1700 points three times now and 1600 points at least a dozen times, always one trick short. This would be fine and dandy, if it weren't for the fact that even perfect launches often send me forward-flipping so hard that holding left the entire flight won't guarantee a safe landing, much less will there be enough time for any tricks with the giant rocket shooting me straight towards the ground. That element of randomness in a challenge presumably based around twitch perfection is unbelievably maddening.
My rant done, I'll reiterate my earlier comments and say that this is a nice, short little diversion, the poor man's Hedgehog launch/FlingIt/Nanaka Crash/etc.
To clarify, as Gothic Crow has pointed out, there's currently a huge disconnect between what it looks like should be happening, and what the game actually does.