"You have more receptionists than receptions. Some of them are just wandering around." Er, pardon? I don't think I've ever stayed in a hotel that had more than one reception. And I don't think I've ever stayed in a hotel where two receptionists were incapable of sharing the same reception. Surely, two receptionists should be able to handle more guests than one receptionist, regardless of the number of receptions I have?
Several people are complaining about glitches when the mouse cursor leaves the playing area. I've not had any porblem with that so it may depend on your Flash and browser versions.
This has the makings of a really nice game but it's badly let down by the controls, which only let you fly at high speed towards the thing you're aiming at. The only real option is to pick a spot and put the brakes on. However, if you haven't destroyed the enemy by the time it's close, the natural thing to want to do is to retreat while still firing. But the game won't let you do that. Worse, you have to stop firing, select a place to move to and then release the brakes. If you release the brakes a fraction too early, you fly straight into the thing you were firing at. I can't believe that anyone would design a combat vehicle that functioned that way.
This game is just so unbearably slow. The first nine levels took me about fifteen minutes and about fourteen of those minutes were just waiting for the damned sugar to slooooowly trickle down slopes. Then I saw level 10, which looks like it'll need lots of shallow slopes and three or four gravity flips and I decided that, actually, I'd prefer to watch paint dry. My thoughts on this are pretty much the same as on the regular Sugar, Sugar: it's a great idea but the level design and lack of a speed-up button just make it excruciatingly tedious to play.
Every time I play this, it seems there's somebody in the high scores who's played the game over a hundred times that day and is averaging well under 1000m per run. I'm not trying to beat on people but I don't understand how anyone could play a game so many times without actually getting good at it...
Meh, meh, meh. Far too much of this game is "can you guess what I'm thinking" and it rapidly gets tedious. The object of the game is to get the words "removeme" off the screen so why do I *lose* if the words are destroyed by a laser or lifted off the top of the screen? They've been removed, haven't they? Level 15 is impossible with a laptop trackpad. Levels 16 and 18 glitch and "removeme" jumps on top of the stuff you're typing if you type too fast. Level 18 has a much easier solution than the developer intended (see the best comments section). None of this is good.
I am so, so tired of platform games where you run towards the edge of a platform, press jump and it doesn't effing jump so you fall and have to do a whole bunch of stuff all over again.
I'm... underwhelmed. After reading the stuff in the description about 40,000,000 plays and this being their most-requested sequel, that they've taken four years to make, I was expecting something, well, more. Yes, it's well made and an OK way to spend fifteen minutes but that's pretty much all there is. If the description had been more along the lines of "We made a game that people liked so we made a sequel and we hope you like that too," I'd've been a happy camper. But this doesn't live up to its hype, for me.
I kinda liked this game at first but I'm rapidly falling out of love. It's annoying that you can't see what upgrades you can afford at a glance but you have to click each system in turn to find out. It's annoying that the gun wastes all its ammo at the start when you're breezing through light zombies at 80mph so you've nothing left for when you hit the heavy zombies that actually slow down your car. It's annoying that the suspension's so soft that you spend all your time bouncing around and can't get up speed once your boost's gone. It's annoying that your car just pancakes after a big jump and that it keeps getting stuck on boxes. Too many annoying things for one game.
This looks unfinished, to me. For example, the graphics in the menu screens are really beautiful and create a great atmosphere but then the guys you're shooting at are just a bunch of primary-coloured circles and lines. They don't visibly take any damage (apart from the hitpoint counter) and their whole ship continues to function perfectly until the very moment of destruction. I like the idea of gaining energy from near-misses but the game as a whole doesn't do a whole lot for me as it looks like it's going to get way too difficult before long.
In what sense is this abject pile of turds a puzzle? In a puzzle, the primary skill required is thinking and planning what to do next. In this game, you just do exactly as you're told and the only reasons you can't win are: 1) driving the stake requires microsecond timing, 2) you only get two tries, and 3) you then have to replay the first two levels, which is too f***ing tedious. Of course, not being a puzzle is no reason to dismiss the game as an abject pile of turds. I'm dismissing it as an abject pile of turds because: 1) on the first level, clicking exactly on the end of the arrow shaft with the meter is at "hard" splatters the patient because you're supposed to hit some other magic spot; 2) you can freely draw all over the patient's leg with the hot needle but doing the stars in the wrong order hurts him; 3) when slitting the boils, clicking with the knife point in the first star removes the second star instead, hurting the patient. Prosecution rests.
Is it just me or is level 15 massively, massively harder than the rest? It took me about five and a half minutes, which is probably half my total time for all the levels. Even if I just had a brain-fart on that level, it's clear that level 15 is much harder than level 16 so there's certainly something wrong with the difficulty curve. Mostly, though, the game is rather dull. It's too easy to be much of a challenge.
Thank you for giving the option to mute the music because, holy crap, the same six notes repeated again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again is basically the same thing as Chinese water torture.
I love the idea behind this game but, unfortunately, the execution is terrible. The controls are plain unreliable. If you're walking and try to jump off the end of a platform, it ignores the jump half the time and you fall to your death. If you accidentally start drawing a millimetre inside the no-draw zone, the whole line is cancelled, instead of just the parts inside the zone. Sometimes, you fall through a microscopic gap in your line and start walking on a nonexistent line. It's that infuriating combination of glitchy controls and the requirement for microprecision in using them that makes the whole thing unplayable.
Meh. It's a nice idea but the characters move really slowly so everything just feels horribly clunky. Also, big fail: let me mute the music and the sound independently, damnit. How hard can that be? I don't want to listen to the same fragment of music over and over and over again. I don't want to play a game with no sound because sound is an integral part of the experience. Gah.
Sorry, but this is a big pile of lame. The one-button gameplay just reveals how little control the player has and, jeez, if you're going to use one key, why not use spacebar instead of the mouse button? And, given how little there is to do in this game, the least you could do as a programmer is update the player graphic when weapons and armour are upgraded. The scoring system is truly absurd. Each day consists of four events over which the user has negligible control so why do you need to allocate about 100,000 points per day to distinguish one run from the next? You don't need to show me the instructions every time I play. You don't need to waste my time "calculating" my score when I die.