5 levels in and you already start breaking down what few rules you've established. 7 and you're doing troll levels... You can't just throw that sort of stuff out there without earning the privilege by providing a decent experience. All you've got are really wonky physics, bare bones movement, unpleasant artwork and some nice music. This feels like an extremely low effort work.
A nice game, though it seems to glitch at times. I'm not sure if I'm supposed to be able to stand at the bottom of the level after having moved from the top row to the bottom or not... and the enemy sometimes just decided to be somewhere else. And one time I was unable to move or shift without resetting the level.
Apparently many years ago I gave this game 4 stars. Having it as a badge of the day was an excellent opportunity to drop that rating down to a more reasonable 2. Why would you gate you levels by experience when there's a finite amount of experience? Why would you make the laser gates able to be jumped over? How did you publish a game and make two sequels and not figure out how to make sure the player can't get trapped and need to start all over to play the game? And yes, this comment is overly harsh because I was hoping to sneak in to get the badge of the day before it rolled over and I failed, but I'm mostly blaming that on the awful level design.
Maybe he's supposed to alternate between left and right, but he doesn't... He's gone right twice in a row several times now. And that doesn't answer why he sometimes just veers to the side while I'm trying to glide. Also why does it interpret a mouseup and a mousedown as an intent to hit the ground when you also have a mouse hold as an input?
Needs a lot more instruction if you're going to make controls so horrible. Why does the character just randomly veer off to the side? What controls which way he goes? How do I avoid the black things?
Actually what i made is that if the player got hit by a hat, his movement will be slowed. So the more hit you get, the slower your movement. But you will recover after 5sec without a hit. There will also be new levels coming soon with more variety enemies and game play. Me and my friend is working on this now. Thank you for your feedback.
It's got a fair amount of variation to the obstacles, but the only difficulty I've found is in the fact that you introduce things without any explanation. Most are not so abstract as to cause confusion, but you have a wooden picket fence that kills on contact and a giant chick which can run through cars willy nilly... and what looked like a gutter on the side that ended up being a gun that shoots slow-mo bullets.
This game is unplayable because of how floaty the controls are... I can't see any way to get back to the menu from a level which you automatically drop me in... The levels are varied but none of them seem to be fun... The money comes so quickly that you can get all the power ups every level with ease. The backgrounds are sort of mediocre... I don't see any obvious bugs, but there is some unacceptably inaccurate corner bouncing going on...
Quite a good game! I don't tend to expect to have fun when I browse newly submitted games, but this was an enjoyable one. You haven got a reasonable variety of enemies and a playable difficulty curve! Good job :3
Very nice game, but it has a few weird things, mostly with collision detection that set it apart from a 5 star game in my mind. The hamster's chomp allowing him to move and accelerate while hitting you at his side and the revive thing not detecting what appears to be near perfect timings being the worst offenders. Still was quite fun. Also, is it just me or does the kick not work unless it's a stomp?
For those looking for a little bit more challenge, try to earn the 500m, 120s, and 150 coin medals with only upgrading your jump (all the way) and recovery (once). I think it's possible. I could be wrong, but if you're looking for an excuse to keep playing, this should do the trick. =P
This game feels like the kind of game that aims to put players into a flow state, but starts out too fast (after an offputtingly slow start) to get into... Also, it seems like you wanted to make it easy to die and restart, but by putting the high score thing in there, you made it so you're requiring a mouse click in addition to the main control (space-bar) to restart. This means you either have a cursor over the screen or you bring your mouse back to the center and then slide it off... could be worse, I know.
The yellow and the green balls look very similar to me, and I don't have any visual impairment. The introduction of the red balls really spiked the difficulty. I can't say brick wall, but when the game-play is as unrewarding as this... well I would just recommend some simpler dangers be introduced before these... ones that don't track at all, ones that shoot for the player's location at the beginning but don't change, ones that zigzag randomly... you know. It's too easy to just get pinned against a wall by 2 of this simple enemy.
I know this is a weird thing to compliment, but the little credits at the start are nice. That little A10 dragon is so cute, and I really appreciate that someone out there hasn't written those few seconds of the user experience off as just something put up and hope it was flashy enough to not annoy anyone.
The first time the bug with being unable to drop items happened, I was not all that far, so I just restarted. Now it just happened and I am clearly almost done with the game... so ragequit.
he jumps alternately left then right. you can move forward by holding mouse. _________________________ http://www.youtube.com/watch?v=siLzgvGMqn0