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Game comments and reviews
Dec. 02, 2013
A good idea rendered increasingly unplayable by problems with Flash and keyboard inputs on my system. Honestly I like what's here but I can't play it when my controls randomly delay for a second at a time, and I did reach the boss despite all the trouble so I do want to finish it. If there's ever a standalone version using another engine, let me know.
Aug. 07, 2011
Very solid game. I thoroughly enjoyed it. The concept stood out and was highly amusing, and the mechanics were fun to work with. The only complaint I have is with the very slippy controls. I absolutely hate this about platformers in general and no matter what implementation is made, the inertia just always feels wrong. A lot of the jumps were 1-block clearance jumps making it all the more frustrating. Also, there's a mortal sin in making the jumps RAPID FIRE, I believe, when no other button has that function. Interestingly enough, both of these last flaws appear in Super Crate Box. That rapid fire jump alone creates an infuriating loss of control. I strongly implore you to remove it or give it a toggle option. But aside with fighting with the controls, no other problems. I played through on hard first, so the time limit was punishing, but the challenge was worth it.
Developer Reply
Thanks for the detailed feedback. I actually had no idea that the jumping was "rapid fire" -- I had to test it out to confirm what you were saying! I guess the way I use the controls it never became an issue for me, but I agree that it should be changed. Glad to hear someone played on hard mode too :) The hard mode times are based on my personal best times, usually rounded up to the nearest 5 seconds.
Feb. 01, 2011
An addendum, double keypresses across the same lane don't register. :/
Jan. 30, 2011
Pretty good considering how much current music games eschew judgment. Judgment windows could be a little less generous though, given it's not particularly difficult to get a fantastic. Add numpad support (spacebar is a tricky key to have as a lane), alternate click support (keyboard 'clicks' while in mouse mode), speed mods (including a constant speed mod! Speed gimmicks are for jerks, unless the song was gimmicky to begin with!), and allow us to turn off sound effects (they're distracting during play) and this is pretty golden for a rhythm game.
Dec. 25, 2010
Excuse me; I noticed a song, listed as XMas Megamix, is actually the song 'Rolling Christmas' by BanYa, but I see no credit for the group in any noticeable or usual place. I fear this might be a case of plagarism (since the only musical credit listed is a single person), and if you are not the originator of the content, or the attribution was made in error and the group is aware of the song's commercial usage, I suggest you investigate it further.
Dec. 22, 2010
Abstract, yet strangely intuitive.
Oct. 01, 2010
I deleted my save because I pressed the New Game button by mistake. There was no confirmation. I did hit a checkpoint in the new game. I am not happy of this design decision. That said, this is an alright game in my book. It sticks to its own formula.
Aug. 08, 2010
Bad collision problems still occur, especially on Level The One Where You Have To Get Both Guys To Fall Through A Closing Hole. It doesn't make sense to close the hole if nothing even passed through the block. The level is bad enough in how tedious it can be, I even tried to be pixel perfect in getting both characters to fall through but instead of either going through, the hole simply closed up.
Nov. 01, 2009
After day 40, the Little Girls glitch out when landing, clipping through the floor, bouncing around, and occasionally landing offscreen or on your item bar.
Oct. 28, 2009
Yay, you made a defense game. <3 So far, nowhere near as deadly as the original.
Sep. 25, 2009
I do not like this control scheme at all. I get the RPG-ish gimmick and all, but it's very counter-intuitive for an arena shooter to not have manual aim. That, and not being able to manually advance cutscenes by steps is an irritation. I am having fun with this game, those aside. Just, please, reconsider the control scheme.
Nov. 14, 2008
HINT HINT Blue with Minor Purple is winning combo. Purple for speed, Blue for pain. HINT HINT
ATTENTION DESIGNER: I do not need 3 'Clarity's in my hand during the 'The Burned Hills' mission. Thank you. Other than that, not bad. Reminds me of Card Fighters, except even more straightforward. Wish it were deeper, though.
Feb. 08, 2008
Where's the game? Honestly, this is a pretty interesting experiment, but you let it be hampered by extremely long downtimes. I could have installed DMC4 faster than this. Firefox updated while I was waiting for the next stage. I think the Sun puttered out while I tried to finish it (which I didn't. It never got to there). You look to have some real creative talent, and have a good grasp on making an intuitive game, but don't let something so minor as load times break your game. Put a progress bar in there or something. Something to attract the eye. Empty space (which is what the poem becomes after 15 seconds) is a BAD THING to have while the game is loading in the background. 2/5
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