I gotta commend you for trying to make a scrolling shooter, but there are problems. The dragon is really wide, and limiting movement to the bottom part of the screen stinks. Plus, what they said. On the other hand, this is way better than most people's first attempts. If there is ever a Dragon Run 2, I'm sure it'll be pretty good.
Neat game. Kind of a cross between tower defence and Rampart. I don't totally understand how it works though. What does "select target" do, and what are all those roman numerals on the ground for?
No kidding... very few manage to be better than arkanoid was 20 years ago. Aiming in this game is pretty much impossible. If there's one area in which you should try to imitate almost every other block game ever made, it's with the aiming system. Closer to edge of paddle = sharper angle. Where you should try to do something new is with powerups and level design. Unfortunately, there are no powerups and level design is boring. 2/5
The main problem is that most of the powerups are more of a harm than a help. Flat faic stinks because you can't control the height of the bounces, with zero-gravity the pearl can get stuck at the top of the screen and you just have to wait and hope a box doesn't come down in that area... it's easier just to avoid the powerups and stick to regular bouncing. Still a neat game though, 3/5.
It's not choppy at all, and I wouldn't call it lag... more like the opposite. The circles are actually ahead of the music, by almost half a second. I can hit a ton of notes on the easy song by just matching them up visually, but it isn't in sync with the music at all, which stinks. I love Donkey Konga (and pretty much rock at it :P), and the whole "use whichever hand you want, but try some rudiments for a bonus" thing is a great addition to the concept. Too bad the game doesn't work.... but maybe I should go try it on NG before I say that...
Awesome puzzle game with great learning curve. The early levels are super easy, but I'm at level 35 and things are starting to get a little tricky. And there's 100 levels!!!
Nice.
Awesome example of a simple but complex game. You can do some pretty cool chain reactions in this. It's so satisfying to bounce a person into the nest from really far away with a car explosion... especially when that explosion was caused by the falling wreckage of another car!
Yo Gabriel... what happened to CastleMouse 2000? That game needs to make a comeback big time... one of the all time great puzzle games. As for Happy Pill, it's still OK.
Very nice. Two great types of game that taste great together. Seems pretty long too. I haven't finished the whole game yet, but considering how many levels there are just before the bonus stage, it looks like a very decent-length game. Great job!
Not bad for such a simple game. It's actually a little more interesting than I thought it would be. I like how you can strategically use the other bubbles to deflect the treble clefs. And your choice of music? Wonderful. Now it is beginning of a fantastic journey!!!
I kinda like the reverse mouse aiming... I got used to it in seconds, and I like how it makes you actually aim your shot instead of just putting your cursor directly on or in front of the guy you're trying to hit... but the game still sucks. It's like Endless Zombie Rampage, without the ability to move around, without the upgrades, and without the variety of enemies. And even that game wasn't _that_ good compared to other similar games on this site.
I _like_ this game, but it does get pretty hard right away, and it's frustrating that you have to go all the way back to the start of the level when you crash. It would be better if it was broken up into more levels, but shorter ones (or if they had checkpoints), and if the first couple levels were easier to give people a chance to get used to the controls. I still think it's a fun challenge though. 4/5.