I guess it depends on if you consider save-scumming cheating? But, yeah; maybe set up validation on that bit to check for a player getting one, refreshing the page before it saves, then getting the other. Happy to help you test ;)
(Also: no idea how to solve the puzzles or pause the game?)
He smiles. He always smiles. No-one knows why. Nor do they know how he sustained the wound that exposed his heart to the open air. Nor do they know why this does not kill him.
He jumps for the first time, towards the star-studded platforms that hover above the world, looking for what he knows is there. They've always know there was a word, but could never truly see it looking up. He will be the first to read it, to finally understand.
He jumps.
He looks.
"TEXT".
Wow, you, uhhh... you made QWOP, did you? And also "Bomber Bob" and "Jenga"? How strange that none of the other are mentioned on foddy.net, your website, mentioned in this game. You are Bennett Foddy, right? Developer of QWOP?
So angry.
So I solve a puzzle, and it's a note on a wall, with 4 different coloured pins, and the word "summer". That's cool, I can solve two more puzzles. Go to the 6 purple letter blocks, put "summer" in, and... nothing. Huh. It's in a mirror, maybe backwards? No? Hmmm. Oh well, carry on.
So later, I get a towel and wipe a mirror to reveal the word... "summer".
....Nooo. No no no. Surely not. No.
But yes: I go to the blocks, put in "summer", and LO AND BEHOLD IT WORKS. Listen, the whole "you can't solve the puzzle until you've seen the clue" thing already often leads to frustration, but when YOU'VE ALREADY EXPLICITLY SHOWN ME THE SOLUTION EARLIER IN THE GAME... This is *bad design*. Talk to your devs.
That's pretty good, I like the concept. It looks like there're some dialoguse issues though. This run ended: "Operator: Find a sign." "Unknown: OK" "OP: I think I see one!" "OP: You'll have to go back and find it." "UK: OK" "OP: Be careful, they're probably back." "OP: Hello?" "OP: Hello?" ...And got me the win. How did the OP see a sign? Go back and find what? How did that let me send help to rescue them?
Quick bug report: the loading screen says the game runs great on Chrome. In fact, the game gets stuck on that loading screen on Chrome (at least on my PC).
How to get a highe score:
1) Be the only player in the sevrer to read this comment.
2) Fly right.
You get points based on surviving, even if you're not killing anyone, and there's currently no limit on how far away you can travel (far enough that the background image runs out). So just fly away, and watch your score rack up: without any way for anyone else to catch up with you, once you have the highest score, you'll never get beaten.
Uhhh, that was weird. Was enjoying this, really good work so far... then I reached the end of the first level, got a message "Boss: Umlet", and then about a second later "you have died". No apparent reason, nothing on-screen when I died, I didn't hit the edge of the screen, just dead. Huh?
Again, that "go" button to start that takes you off-site, and an actual "Play" button hidden for several seconds. It's gross, and cynical, and you should stop it.
Urgh, this isn't the first of your game like this, and it suffers the same way the others do: you haven't left accounted for variance in individual display's contrast/colour schemes, especially at the high/low ends.
The bright strip to the top left of the fiirst level hits my display's upper limit, so the "K" here was literally invisible to me; I had to darken a screenshot to tell there was anything. Some of the letters in shadow were nearly as bad: I'm sure other couldn't see these.
Aside from better contrasting colours, one option would be to have the cursor change when the player puts it over a letter, so the player could "scan" over suspect areas.
The "while you're away, you earned..." prompt appears to be incorrect; it keeps telling me I've earned 2.XX billion, but when I click it away I still only have under 1 billion.
The core gameplay mechanic of running round a grid feels mindlessly satisfying, and I quite like the idea of a turn-based snake game. But there's too little to do, it's too easy, and because there's no reward for a high score, when you do eventually zone out and walk into a mine, you don't really care.
If you have a direction in mind for this, then I'm interested in seeing how you flesh it out. If you don't, may I suggest you push this to a minimalist, single-screen Rogue-like? There could be something very interesting in taking the Rogue-ish ideas of turn-based experimentation and increasing abilities/threats, and mashing it up with the Snake-ish concepts of limited space and coin-grabbing.
Alternatively, have a look at a ZX Spectrum game called "Survival"; it's the un-recognised grandparent of the "move through a grid collecting stuff" genre, and there may be mechanics in there that are worth reviving (and it's old and obscure enough that _no-one will ever know_). Good luck.
Wow, Thank's alot for the feedback! I really appreciate it, this was my first project in school for the course Programming 1 which I just recently handed in. I have an A this far into the course and would really like to expand the concept, allthough for next year we will be starting a C++ course instead of a JavaScript one. This doesn't mean I won't expand on this game but it would take some limited time out of my spare time! Thanks once again for the amazing feedback, it was really motivating!
"Chriatmas"?
Could you really not have checked the *first thing we see* to check if it was right before you hit "upload"?
And then I'm at the main menu and... oh, no. Oh no. "Drug Blaster"? So, you just took an existing game, swapped out the graphics, apparently didn't actually load it up at all, and put it up. Why do I get the feeling you don't actually have the rights to whatever game this is made from?
Fixed the typo in the icon image. I have also fixed the title which was showing my previous game I re-skinned. I do own the rights to Drug Blaster! on Apple App Store and Google Play Store.
Thank you for the feedback, in the future please consider submitting a bug report over a public comment. It will get the issues fixed faster as we get email notifications of bug reports. Have a great holiday season.
Already fixed it) Thank you) Now a new cover will be added every 5 minutes.