This game doesn't deserve badges, much less a card. If I wanted to play Guitar Hero (which I don't), I would go play Guitar Hero. I would not play a mediocre facsimile of the aforenamed franchise with mediocre "metal" Christmas carols. This game reeks of half-witted conception and half-arsed implementation.
This is, quite possibly, the single best game I have played here at Kongregate. Simple concept, flawlessly executed, with good art and great interface- the trash bin could stand to be larger, and selling items for even arbitrary gold might be nice, but now I'm just nit-picking. I give it about 12 stars out of five, and you need to be doing this for a living or something. We demand MOAR!
A bit derivative, yes, but you've certainly added a number of elements that kept the original Ragdoll-Spike-Dodging-Game from being truly good- some actual change in gameplay experience, for one (changing directions, powerups- an action besides vertical dodging).
That sure is a game. It felt like it was way too hard to actually connect my shots with enemies- hitting something was more a matter of luck than skill, since the enemies move much faster than I can adjust my aim. Needs more variety in the gameplay, too- each of the stretches of levels with nothing but the same enemies gets kinda old, and then something new and dangerous gers added and I die. Not so fun.
A fun game _concept_, but not yet a fully developed game. More levels, more abilities, more options... You've got a nice start, but nothing yet that makes me want to continue play.
Well done, sir. I, too, find that the best course of action when the ceiling shatters into an apparently unending shower of razor-sharp spikes is to breakdance. Or it might just be the way I play.
Since others have had the same sort of problems, I'm calling foul on this one. Balls quite often failed to hit blocks, sailing through them instead, and the upgrades manage to kill me fully 1/2 of the time I guide a ball into them. Also: comet tails not attractive. IMHO. The original both looked and played better. W-hat?
A little rough around the edges, but the variety is admirable. Level design leaves something to be desired, but whatever. And yes, the walking animation is hilarious.
As below, a fun diversion and anger management tool, but the lack of real opposition (other than the timer) is the greatest detracting factor. Balance of objectives and repetitive play are also areas that could be improved. Graphics are good, however, and element interaction is well done, but I think there is room for improvement to make this a much-better-than-average game.
WHEEE!!! Carpal Tunnel, here I come! Seriously, though, a repeater on the fire button would be a grand idea. See other comments: somewhat monotonous, little motivation.