I also found my skill in aiming throws to lag behind both my own taste and what the game seemed to expect. It felt like I was either dropping people with little momentum or overshooting my nest. Widen this window if you can. Even adding a bit of gravitational force towards your nest might help.
That was the biggest weakness I found. The art style was great, the gameplay original, and the sounds were decent, though the music could have used a little more variation around the time the machine gunners came. It would make a nice signal.
The pacing was delightful, though a bit slow. The first gunshot, as big scary me banked in to deal some punishment on the silly intruding human. Then the music starting and the police coming in. Those were great touches. However, the time between that and the machine gunners was too long. I started to lose interest at about 350 points, when they didn't come in until around 600. Actually, all the stages could've been a bit quicker. Ideally, you would map progression onto points rather than time.
The visual style is great, and inspiring. I agree that the ball should look different from the blocks you're trying to knock down - even making it a darker color would help a lot. And I dislike the high amount of inertia of the paddle. I know you don't want it to be too easy, but really, it's better to let the player go through more levels and feel like they are getting somewhere than to try extending the experience artificially through difficult controls.
Great new approach to these shooting games, with the shield collector thing. I think what would help improve the game is to make the red bullets bigger to reduce the precision necessary to hit the balls, and at the same time increase the pace of balls coming in to balance out the difficulty. It would really help to have some sort of adaptive difficulty system where the balls come in faster and you score points faster if you are doing well, to prevent boredom with experienced players.
Nice simple mechanic. It could benefit from some better art direction though.
The main thing I'd change is to replace the default mouse cursor with some sort of graphic. My natural inclination is to ignore the position of the mouse cursor, which doesn't work so well in this game where I lose if I touch anything with the cursor. So change it to a colored circle or something.
The sounds were kind of creepy. Especially at the end of the level, what is with that glitchy quadruple "mmm" sound? If you're going to have sounds repeatedly playing in the background, you need to have several different versions of each sound effect. But I don't imagine that people actually make so much noise while they are getting a massage. To enhance the lifelikeness, I'd suggest reducing the prevalence of sound effects and focusing a bit more on the visual side.
The graphics were okay, but they really need more movement. The head turning every once in a while is good, but there needs to be more. An essential aspect of relaxation is the breathing. Show the customer's ribcage expanding and contracting with each breath instead of playing the same breathing sound over and over. Breathing rate and volume could even be worked into the gameplay as a way to show how relaxed the person is.
At first I thought this game was pretty bad, but now that I've played it again, I'd say it's solid. The massage game is an interesting and unique concept, but the implementation could definitely be improved.
The gameplay itself seems somewhat shallow. There is not enough feedback to guide the player to proficiency, and there is not enough nuance to keep them playing. Still, it's an original and promising concept.
Awesome pixel-y style! :D I thought it was really funny how the particle sprays are made of big pixels, but are not restrained to the same grid as the rest of the game. Nice pacing too, with the player speed and music.
I liked the cornandbeans there, though I'm not sure if it really fits with the visual style. A game like this with a darker, more complex style to match the music would be pretty cool though.
Nice physics, nice progression of difficulty, nice level of polish, nice game. :)
Hooray for cornandbeans! :D
Nice music game, though it could definitely use more polishing. I didn't particularly like the colors - I think it could be better with some more subtle color and background work, like Luminara. Changing color gradients, dancing lines, particle sprays - stuff like in music visualizations. I would also prefer a fade out of the music like in Particles, rather than an abrupt silence.
I like the Orisinal concept for a physics-based game. Oops, I mean _original_ concept. ;)
Are you using a physics engine like APE or Fisix, or did you write one from scratch for yourself? Either way, it's cool to see that kind of physics becoming more widespread.
The music is very Orisinal, but I think you could do more with it. Since the idea is that the guy is the one playing the guitar, it would be really cool to make the music respond to the happenings of the game. You know, like based on your speed, or if he's falling, or you're almost to the end of the level. It might make a more engaging experience for the people who complain that the game is too slow.
This isn't a ripoff of Spin It Up, it's much less stylish. ;) But seriously, no, it's just as much as a ripoff as CoolioBeat is of DDR.
The two tables and reduced emphasis on precision makes the gameplay much more engaging to me. I still think it could use a lot more eye candy though.
I like this game way more than I did CoolieBeat. I think it could use more eye candy though, especially considering the theme. Color changes, swinging spotlights, particle effects - just look at Luminara for ideas. With those changes and nicer progression of difficulty, I think this game could deserve a 5/5.
Very interesting approach to player control and identification. I like how you will switch between trying to control a single circle and realizing that you're actually controlling all of them.
It could use more feedback on how you are actually affecting the game, and more refinement on the mechanics to make your actions more worthwhile.
Keep experimenting! :)
So very very Newgrounds... This game epitomizes the Newgrounds aesthetic. It excels at just about everything that Newgrounds values.
Perhaps a bit out of place here on Kongregate, but still an excellent game. :)
One gameplay suggestion I have is that instead of all the orbs being the same color, try giving them random colors, kind of like in games such as Zuma or Luxor. Then only allow switching colors by dragging the orbs onto a color, rather than by pressing numbers or clicking on the color buttons. I think this could help enhance the basic gameplay by adding a few more choices for the player as the game goes on.
I would also suggest having a sound effect for picking up the orbs, just to make it feel more responsive. If you choose a good sound, it could result in a satisfying rhythm of aural feedback with the grab and release.
Great job overall!
Wow, this game is so awesome! I wish I were as amazingly cool as you, HeroInteractive!
This game is like a joyful combination of Katamari, Spore, and Eyezmaze's Grow games. I am very impressed with the high level of polish in both the visuals and the sound.
I love how things grow and I think that aspect of the game could be elaborated on. It would be cool to be able to more meaningfully explore the way new kinds of stuff appears, creating choices about what to grow first. Definitely not to the extent of the Grow games, but something interesting like that.