I think the randomness would be fine, if there weren't so many "unwinnable" situations that I ended up in. You're doing fine, and then all of a sudden, a few balls end up on one side of the ramp and you're dumped into this situation you can't possibly recover from. I think maybe if players had the opportunity to recover from those situations, people would enjoy the randomness factor better.
Nice level of polish and presentation, but I felt like the game never got beyond trial-and-error for me. There was never a point where I felt like I could sit there and puzzle out the problem in a satisfying way. I just tried various shots over and over again until I hit the one that magically worked.
I really liked it! Fun and different. I wish I could have mapped the jump key to the space bar, and I had trouble sometimes on the last level (right before the boss) figuring out what areas would change gravity and what areas would just plunge me to my doom. Other than that, good game.
In Soviet Russia, Dog walks YOU! Sorry. I'll stop that. Nice game -- I think I would enjoy the slow-paced feeling more if I could have saved my game and come back at a later point. But the tone was nice -- kinda reminded me of an Orisinal game.
Man, this game's got potential. Tons of potential. I agree that this version isn't quite there yet -- I'd probably want to see more of a logical connection between the potion ingredients and the effects (or if there was one, I didn't notice it), and, like, MacLaurin mentioned, more tactical advantages and disadvantages to each form. (I agree that there wasn't much reason to change from fire.) Once you've done that, you can start adding some varied enemies that require some mastery of these different techniques. But still, for a first attempt at something completely new and original, this was a really interesting game...
Not bad -- I dig these types of games, although I'm not as much of a fan of the "find this one itty bitty area of the screen to click on" elements. For the record, I thought the keycode was nifty.
Pretty fun... I think if users had a better understanding of who could see what and who could set off what alarm, it would be much better, though. The "don't set off alarms" levels felt sorta arbitrary. Besides that, good concept...