the unforgiving save system, limited lives, and overall annoyances in what otherwise could be a perfect puzzle platformer leave me no choice but to rate 1 star...
due to the annoying issues stated in multiple posts, I cannot justify giving 5 stars, since in my opinion, having flaws like that decreases ranking/rating. I know this won't overall impact the game's score, but this should be kept in mind for how to improve upon this concept in the future, and also to those who pass it with five stars. generally, five stars indicates there are no flaws, except when the critics/players just rate it on the basis of... "well, it has/does..." This seems to be the former. Don't get me wrong, I very much like and appreciate your concept, but the annoying/quirky control system is going to have to put this at a 3 for me (in honesty, it's a 3.5, but kong lacks the partial star system except in the grand total)
ok, thanks for clarifying that. When the announcement was made, I never found anything to specify the reasons. I only could form an opinion based on what I knew, which is that the game does use a lot of assets that were not technically created by its devs. (seriously, Mario is even in there!)
Fan games can have issues with this kind of thing, too.
But commercial games are almost 100% guaranteed to get taken-down for copyright infringement.
I much later discovered OQ is on its own site now, and the replies to this thread.
Still, with some of what I've seen and read, that some massive gaming company hasn't managed to shut them down...is very shocking.
Well, this is an interesting little game.
Gets really intense, really fast, though.
And maybe I missed it, but the part where I can move to a different wall didn't seem to be explained in-game. I kinda had to discover that myself, on accident.
For what it's worth, I think this is a pretty decent game, but there are definitely some places for it to be improved.
Infinite mode almost feels like it starts out a little too difficult. Especially since the thing about games of this nature is there's a building-up of the challenge levels. It is easier to adapt to a hard stretch of track if you work-up to it, rather than charging towards it full speed.
Is there something else affecting efficiency besides having the required resources? (like distance?)
I am having a very hard time trying to reach the end-game because my infrastructure is not working, and even is slowly failing, despite the amount of resources is has, or if it is connected to any consumers of what it produces.