Huh. My racer has never fallen over in a race, and his stats are now so high it's unlikely he ever will. That means there's one achievement I can never get.
The platforming is adequate if unimaginative, the story reasonable if cliched in places, but the minimalist (cubist?) graphical style of the characters leaves me utterly cold. I find it quite impossible to empathise, or indeed draw any kind of emotional attachment positive or negative, toward these bland box-like entities.
Am I the only person who suddenly got trapped in a grey, featureless world where the platforms are invisible? Was that supposed to happen, or is it a bug?
Zumigal, there is more to making characters avoid walls than checking if there's a wall there. Once you have untraversable spots on a map, you have to implement pathfinding. Mind you, A* pathfinding is dead easy and efficient enough for a simple game like this, so I guess I agree with you anyway ;) Furthermore.... THERE ARE MORE MONSTERS THAN ZOMBIES! TRY SOMETHING ORIGINAL! I AM SICK OF THE UNDEAD IN EVERY! SINGLE! GAME!!!
It's not really a toy either. A toy is something you can use to invent your own games, like a ball or a model aeroplane. This is more what I'd call 'Interactive Art'.
A reasonable chain reaction game. Although it suffers from the usual problems associated with the genre (that is, it's as much luck as judgement when you win) this is not much of an issue since it is almost trivially easy to complete. Still, it's very pretty to play and kills half an hour. I was a little disappointed though that there isn't a special reward for getting all the achievements.
OK, but as Deredgar says it's annoying when you accidentally flip the scenery when you meant to jump. I suggest two things; first, put the jump button somewhere other than the 'Up' key to make the act of jumping easier. Second, have another key that either toggles corner-touch turning on and off, either each time it's pressed or while it's held down, to prevent accidents.
Nice but a little bit short and could use a few more interesting upgrades. The high point is definitely the way the lightning effect is done. Very realistic, very pretty.
A nice idea but... I can't tell the damn difference between Green and Yellow. And incidentally, some colourblind people CAN only see in black and white. It's rare, and the majority just have difficulty telling one or two colours apart, but the condition does exist. It would be nice, once in a while, if colour matching games could be made with an options menu that allowed you to pick which colours they used.
This game is the enemy of your eyes. First it makes you play the first five or so screens totally blurred out, then it expands the size of a level to huge proportions that make everything in it too small to see comfortably, *then* it adds fake 'glitches' now and then that make you think your monitor is breaking, and on top of ALL that the last part of the game causes constant camera shaking. My eyes hurt. The really sad thing is, if it wasn't for these flaws it would have been a five star game for me. As it is, I'm putting it down as a three. One star off for each EYE that now feels like it is BLEEDING!
As a long-time hater of JRPGs I can appreciate the satire in the game. But it's not really a game, is it? It's a short story with the world's most irritating page-turning controls. Funny while it lasts, but the cool graphical style is a bit wasted on it and it's often difficult to read the story behind them anyway.
While it's an interesting take on the 'eat 'em up' genre, it gets dull and repetitive pretty fast. On the whole, I much preferred the previous 'Visitor' game which was more akin to a point-and-click adventure. Sure it was shorter, but the animations were far cooler and it didn't get boring about halfway through.
A fairly typical and average example of the 'object fling' type of Flash game. As usual, there is very little control available over your on-screen persona and the obstacles and power-ups come at such a rate that there is literally no skill and practically no judgement involved in playing. I can only hope that the designer meant this game to be sarcastic social commentary on this type of game, rather than a serious attempt at the genre.