Three elements of very bad design in this game:
1. RubberBandAI: The laser teleports or speeds up so that it never gets a certain distance behind you (just under the bottom of the screen). Therefore, there is no advantage to going fast, ever, except to just save time. Not rewarding the player for a good performance is bad design.
2. There are no protections to prevent the spikes from appearing in a configuration that cannot be passed. Impassable barriers are bad design.
3. The player has no 'safety catch', no way of altering his movement beyond a (rather small) amount of jump height control, and most of that has to be done before you land from the last jump, making it useless for quick reactions. Not allowing the player options to deal with the game's challenges is bad design.
2/5, though I admit most of that is for the Hard badge, which really should have been an Impossible one.
Nice little concept! The curves and splits can make it hard to reposition your mouse if you keep having to curve in the same direction, but I don't see that there's any way you could fix that. Otherwise, I have no complaints; within the limits of the game's concept, it's well-executed. The motion is remarkably smooth, which makes the game a lot more playable. It almost reminds me of the early days of 3D processing, when developers would make game ideas purely to show off what they could do. Also, it reminds me of the end of Starfox 64.
Actually, in the prototype for Accelerator 2, the maze generator ensures it always returns you back to the middle of your mousemat (or at least, the place you were when you started the game) ;)
A decent concept with some issues. If a third installment is made, here's a suggestion: make fuel deplete at a faster rate on the ground and not at all in the air, so the player isn't punished for sustaining a long combo before a score. It's a hallmark of bad game design to punish the player for doing well.
Seriously, how on earth do I unequip items? I've tried buying more items and using cyclical equipping to customize my selection, but there's one item that won't unequip no matter what I do, and it isn't useful to me anymore. Am I just stupid?
Hooray, another Portal knock-off! I know that sounds like a criticism, but let me be perfectly clear: Portal *cannot* be ripped off enough. This is a great twist on the idea of teleporting, and from what I've played it looks like it's going to be a good one. Tentative 4/5
It's an art game. I'll grant that it's not *exactly* like any other one I've seen, but it's not too far off. It plays well enough, and the premise is tolerable, and I like the twist at the 'end', but it's not the greatest thing ever. 3/5
Ha ha ha. I like what the letters spell. Well played, sir, well played. This game is magnificent; the feeling of alienation and discomfort that the 'camera' device creates is brilliant, and the music complements the game's atmosphere perfectly. I have no criticisms to offer. 5/5
Arguably the best PlatformHell game on Kong. Smooth controls, aggravating but fair level design, pleasing old-school aesthetics, and just long enough to stay interesting the whole time through. I like that the game has no advanced moves or anything; you just move and jump, and that's all that's needed to create a difficult and enjoyable game. 5/5
It's not bad, but I felt the slow ship movement hindered the game's potential. Bullet hells are about precision movement and pattern analysis, and the times that I died even when I got those right simply because I couldn't get my ship where I wanted it fast enough were rather frustrating. Other than that, it's not a bad casual spin on a very non-casual genre. Basic, but on Kong basic isn't bad.
Severe problem: the second screen with the two force-beams (forces the I to open or close) seems to be impossible. No matter how quickly I go through the second beam, my I becomes too tall to get past the block in the middle. I've tried the walkthrough method without success, and tried several variations. Not sure if it's a bug or if the design changed, but I can't get through. Great concept and classy execution, but please fix the problem. 2/5
So many people can't get past level 5? It's simple lateral thinking. For the record, I think it's a brilliant way to step up the difficulty of the puzzles in a novel way after a simple introduction, and a sign of smart design. I will play more of the game before I rate, but I'm thinking at least a 4/5.
Actually, in the prototype for Accelerator 2, the maze generator ensures it always returns you back to the middle of your mousemat (or at least, the place you were when you started the game) ;)