I stopped playing it between levels just to get the soundtrack properly in my head for the rest of the day. PURE. AWESOMENESS. As for the game itself... Loved it, just the right amount of difficulty and frustration to make it challenging without risking to rage-quit. 5/5 without doubt.
Without adding more comment on the touchiness of the controls, I'd like to see two things in this game:
1) More content (upgrades) - what's the point of collecting the coins, if we can't buy anything with them. Gaming for the sake of the score reminds me of the 80's, and I'd like to move forward;
2) Less music and more sound - the music is sore to my ears and repetitive, and there's no sound when we collect coins or pass through a "gate" (and who told me I had to, btw?)
I know it sounds bad, but actually this game could become addictive if we could make our puny ship evolve and shoot back at those pesky asteroids.
Where's the point in this game? I just position my rabbit on the left, hit J repeatedly and move right: the rabbit goes up too fast for any enemy to touch me, and those that could hurt me are caught in a glittering bubble. And if I reach the right-hand side of the screen before coming on top, I simply inverse the process (rainbow + going left). I just finished the 6 first levels within 2 minutes flat, counting the loading screens! Art is OK, concept is cute, realisation isn't up to par. 2/5
My stars and Gallifrey, what an awful parking game! If you state in the description that you can drive your vehicle "OVER some other cars", at least make good on that promise! 1/5
Damn, curse the fact English isn't my first language! I meant "the physics BEHIND those games", not "being". Kong, could we one day edit our posts, please? Pretty please with a cherry and whipped cream on top?
Mmhhh... I've played most of the "Teagames" racing games, and some here on Kong. So I can reasonably say that I'm really familiar with the controls and the physics being those games. Yet, I can't shake the feeling I'm trying to drive a bar of soap on a wet rollercoaster, as the vehicle constantly capsizes. It's beyond Nitrome-difficult, and I don't like it at all.
Ah... WASD-only... and when I try to reassign the controls to the arrow keys, it says "Key already in use". Well, as a left-handed person (meaning the mouse sits on the left of my AZERTY keyboard), I can only give it a 1/5. Really sorry, as it seemed fun, but I can't play it, so...
Mouse control is awfully buggy: sometimes the "power" meter doesn't bulge from 0 despite my efforts, sometimes it goes directly to the maximum without me doing anything. Too bad, the concept and the art were OK.
I actually own 3 of the Sonic Screwdrivers presented in this "game". They don't even make the noise heard here. So... not a game (I'd like to be able to USE them, not to look at a poorly-represented image and listen to some botched soundtrack), not an accurate representation of Dr Who different Sonic Screwdrivers and no interest whatsoever... DAMN, where's the 0/5 rating when you need it?
Apart from the "Well Done" at the end of the level, this game, unfortunately, doesn't give the player any sense of accomplishment: it's just wave after wave of more shapes to match... No "Hard" mode, no background story... No good rating, thus. 2/5
If you want to make a game with a moral undertone and an involving storyline, well it's fine (and I appreciate it as much as most people), BUT don't forget to make it a game people can actually enjoy. On that point, I'm sorry but the game part is a failure (laggy controls and weird position of the "player" during jumps, strange behavior for the "enemies"...). Make it a game people can casually stroll through while enjoying the moral story (by the way: please don't be so pushy about them, I almost gave it a 1/5 when I read the description), and it'll be much more palatable.
An interesting point evgo7311, beforehand there was no story element, just straight into gameplay and people were saying the opposite - that the theme was too ambiguous :s
I feel that as a game designer it's difficult to get the amount of info right. Games are tending to be too 'blatant' with instructions and themes, however, I felt it necessary in this case to get across a particular message quite explicitly. Perhaps the controls aren't the best, but I feel they're fairly responsive. Nevertheless, if you didn't enjoy the game, that's a shame - what in your eyes would have made the game more exciting?
An interesting point evgo7311, beforehand there was no story element, just straight into gameplay and people were saying the opposite - that the theme was too ambiguous :s I feel that as a game designer it's difficult to get the amount of info right. Games are tending to be too 'blatant' with instructions and themes, however, I felt it necessary in this case to get across a particular message quite explicitly. Perhaps the controls aren't the best, but I feel they're fairly responsive. Nevertheless, if you didn't enjoy the game, that's a shame - what in your eyes would have made the game more exciting?