Too easy and too annoying. (1) The game seems picky and inconsistent about exactly where photons are dropped. You should be more permissive about that -- when it's obvious what the player wants to do, the game should just do it for them. (2a) Show us where the gates are going to go! "Experimenting" to find out is just tedious. (2b) Invisible gates? Really? Give us a break. (2c) A moving gate can pass through a stationary ball but a moving ball cannot pass through a stationary gate. Say what? (3) What's with that horrible snuffling sound whenever a photon bounces? This is the first game ever where I've left the music on but turned the sounds off! (4) The music has a loooooong quiet section in it. Setting the volume of the louder parts to what I feel is sensible leaves a good thirty seconds of silence. (5) A definite bug: if you hit reset while a gate is moving, that gate doesn't go back to its original position.
I like this game a lot. To be critical, I'd say that it's a little too easy, which is presumably why the badge for completing the whole game perfectly is only a medium. You could maybe make the game a little more challenging by giving the player extra credit for finishing levels quickly, either in terms of time or number of moves. In any case, you have a nice game here -- everything works really well.
Tedious to play. Why do I have to scroll backwards and forwards between the ramp and the stack? Just let me see it all at once. This is a game about crashing things together but the controls are all about adjusting this and that. The game should be fast and fun but controlling it feels like adjusting the set-up of a physics experiment or something.
There are hundreds of games like this already but, somehow, they're all so much more fun than this one. The levels are too similar to one another and too many of them require dropping a bomb down a chimney. You have a par score but there's no incentive to reach it and no quick way to reset a level if you miss par. The splash screen between levels gets tedious fast. I have no desire at all to slog through sixty (sixty! six-oh!) levels to get the hard badge.
@thedarkangel1: I get fourth flag, third flag, fourth weapon. And, when your ship's full of upgrades, buy the next size ship as soon as you can to get the extra life.
Three developers and you couldn't even run to a mute button? Also, given that there is only one key, why do I have to choose one of a bunch of specific keys? Surely any key can be interpreted as jump -- that's *easier* to program! Overall, though, a solid game.
I was enjoying this game until I got to the final three bad guys. Up until then, the game wasn't incredible but it was enjoyable and fun. (Love the voice acting!) I killed the red knight after a couple of attempts but the green and purple ones seem insanely difficult. There seems to be a bit of an issue with the difficulty curve, there!
It's an OK game but it really needs an option to skip the "battle" cut scenes. And if I can't keep stuff from one round to the next, it should auto-sell the excess.
This looks like a game that will take quite a long time to play. Why on earth do you think we want to listen to the same nine seconds of bland string music looped again and again and again for that whole time?
I think you're reaching too hard for the musical thing and the result is a game that is reasonably fun to play but whose story just doesn't make sense. You call it "symphonic" but there's no symphonic music anywhere. You talk about me being the conductor but the only link is that this game has something to do with music and conductors have something to do with music; you may as well call me the oboeist. And conductors have nothing to do with the kind of music that's involved in this game. If I'm supposed to be creating the music, why is it my job to destroy the notes? Why does a decrescendo ("get quieter") make the notes slow down? -- are you confusing it with ritardando? And, unfortunately, yes it does need a speed up button, which you can't do because it would mess up the music. Tower defence gets kinda boring without speed-up.
Beautiful art but the easy and normal modes are way too easy and hard is way too hard. Easy and normal are almost entirely stripes on their clothing and her tattoos and you even get a point for each when the left and right sleeve have stripes in one picture and none in the other. Hard seems to be mostly microscopic detail in the foliage. Easy and normal are fun to play but a better difficulty curve would make for a much better game.
Also, the round wheels seem to be a *downgrade*. Before I bought them, I was getting about $350 for a jump with two up-and-outs. Now that I have the round wheels, I'm only getting about $320 for the same jump. Wow, that was $1,200 well spent!
Key combos are for consoles with only a few different buttons. Everybody playing this game has a minimum of eighty different keys available so there is absolutely no reason to have to type stupid codes on the arrow keys to perform stunts. And the game is just so grindy. Do the same jump again and again until you can afford the next ridiculously expensive power-up. Then find that you can't do very much as you lose half your power-ups every time you take a risk and crash. Pfft.
It would be really nice if the abilities of each bike/cyclist were visible *in the game* instead of having to come here. The mouse-over on the cyclist selection screen should tell me what their strengths and weaknesses are.
Papa's Fill-in-the-Blankeria. It's the same game over and over again. And every time I see one, I have the same thought: if I wanted to make Fill-in-the-Blanks, I'd go work in a goddam Fill-in-the-Blank cafe and get paid for doing it instead of doing it here for "fun".
@wldaniel: for the hard achievement, it's not worth taking an extra shot to get only one more rainbow thing as you score +1000 for the rainbow but -1000 for the extra shot and taking more shots means more opportunity for mistakes. So only collect rainbows if you'll get at least two of them or, of course, if you were going to hit the ball that way anyway. :-)
This really is a beautiful game. Quite superb. The controls work perfectly, the physics seems spot on and the transitions between holes are so imaginative. I particularly like the way that the whole course is visible but, at the same time, every hole is plenty big enough to play -- in large part because of creative re-use of parts of the course. Every time I play, I'm surprised that the 18th hole arrives so quickly and a little disappointed that it means the game's nearly over. I rarely give a game 5/5 but it would be wrong to give this one anything less.