I found a bug where I leveled up and it let me put a point into power even though I had max ranks in it. As a result, I lost that level up point. Otherwise great game!
I give this a 3/5. This game has a lot of potential, but loses its appeal due to poor level design. I do like the animation, music, and the art style. I also like the variety of weapons and abilities at the player's disposal. To get a 5/5 from me there would be minimal backtracking through the levels after getting a key. The last level was where the level design really bothered me. The player is forced to walk back and forth through the level multiple times and, because all the enemies are dead, there was nothing to distract the player from this fact. I would also remove all the blocks that require the player to be a certain level to continue through the main game. I made it halfway through level 4 to find I must replay a previous level in order to get enough experience just to progress. One last thing I'd like to see is some sort of menu that gives a brief description of my powers and weapons. With so many choices, I want to make an informed decision on which weapons I choose to use.
This game is a really neat concept and I can't see any glaring flaws in its execution. I really like the fact that, when you really look at it, it is Tetris, but with a less defined win/lose condition. Because really, what is the goal in Tetris? Line up all the bricks perfectly in a row to make them disappear. In this game, you still need to line them up without any gaps to make the best possible base for a tower. While the concept remains true to Tetris, the inability to stack everything on one side of the screen and little way to correct minute errors adds to its charm. I give this game a 5/5.
This is a really neat game, but with a few tweaks, it could be even better. First things first, the link. It's been said many times, but a link in a point-and-click action game don't mix well. As far as content goes, the upgrading of weapons and the psy powers works very well up until the point where the guns are obtained. Don't get me wrong, the guns are awesome, but sometimes I just want my chainsaw back when things are starting to get ugly. The psy powers become a little fuzzy when I get guns because it seems to me as though I'm now only getting a limited number of headshots (something I naturally aim for with a gun). A potential fix could be to press a button to activate psy power and the next clone you click will instantly die. This would cause psy powers to be more powerful and desirable as well as allow skilled players to reap the benefits of legitimate headshots. My final piece of advice would be to have the clone AI check for more than X-axis distance before attacking. 3/5
This is a really neat concept for a game. I can't think of any ways to make the game any better, so I give it a 5/5. Simple, no nonsense gameplay that isn't at all changed by the distortion, only the way the player percieves it. I think the reason the distortion is so cool is because it doesn't affect gameplay, but I wonder if you could expand it to change gameplay and still make it work. (I'll use a shooter example because that seems to be a logically step to me.) What if different distortions changed the AI in the enemies and not only would the player have to worry about different directions, but also movement/attack patterns. Other distortions might grant abilities to the enemy or player or possibly cause bullets to drift in a different way than "usual." These are all just suggestions and they might not all be good, but I see a lot of potential for this mechanic you came up with.
Well, I spent more time looking for accurate information than was probably required. Apparently, being an achievement whore makes me l33t, but the seemingly arbitrary number didn't tell me enough to make me fell it means anything. I'll take the compliment, but for me to give it a five, I think it would need to further explain what attributes effect how l33t one truly is. 2/5
The style of art in this game is really neat. It was also a neat concept for a game, but, without much variety, gets old fast. I would prefer a more direct way to control the character, although the current control technically requires more planning. Unfortunately, the planning is almost impossible because the zombie movement is seemingly random. Something else I, personally would change would be the bonus points for killing zombies early. It seems kind of backwards considering how much harder it is to kill them after a few more of other types show up. 2/5
This game is fantastic 4/5. For me to give it a 5/5, it would need a save/level select option. Another neat addition to the game would be if the code lit up as it was being executed. This would differ from real programing where incorrect output occurs and you have no idea where, but I think it would be satisfying to see how efficient your functions are when the robot performs many actions with just the one line of code.
Not too bad. The upgrade system with cars that were just plain better kinda made the whole stat thing unnecessary, but not in a bad way. I expected to upgrade individual stats to customize the car. The amount of money earned seems a little arbitrary too. I'd win third in a difficult race and only get a few hundred, but for some reason I manage to get first easily in the next race without upgrading and get at least 5 times the cash. A little bit of difficulty tweaking and extra customization options would make this game even better. 3/5.
I really don't understand the fascination with this game. I played it all the way through but didn't find it to be amazing. Aside from being "artistic," the gameplay was rather lacking. The gravity/swinging physics were well done and fit the world nicely, but the puzzles couldn't really be "solved." What I mean is that the puzzle was never actually presented. Initially, I thought the NPCs walking around were saying things relevant to the puzzle, but they're not (At least not in any way I could gather). There are a lot of comments saying this game just requires thought to figure out, but without the game presenting an actual problem to be resolved, performing random actions is considerably more effective. It was a nice try, but I'll give it 2/5.
Here are a few tips to make this game (and sequel) an actual game. First, life and death need to be defined. If the player falls off an edge and loses the game, it needs to be communicated by in some way. For example, the character could respawn in a blinking fashion to show that that was not the way to go or an option asking the player if he wants to try again. Obviously, more obstacles other than just infinite holes must be present. Enemies with a variety of attacks and movement patterns are necessary. The combination of multiple enemies on different platforms (not just the individual enemies) will help make it reasonably difficult. The player needs more abilities as well. Be it projectiles, close range weapons, or power-ups for added speed or mobility, something that lets the player have more interactions than simply jumping, ducking, and moving. Speaking of moving, you should stop the character when he gets to the standing animation. I slid for 5 seconds after stopping. Good luck.
For what it was, it was done fairly well. The mechanic of getting a ball to a goal isn't new by any means, but the art style gave it a different twist. The gravity wasn't strong enough in my opinion, and, for the amount of time the player is in the air, the amount of control is quite limited. My recommendations would be as follows: Mute button, more aerial control, and no stars where the player can't get them without dying. I give it 3/5.