Oh, I know. The point isn't that the number is neccessarily meaningful, but it creates more of a sense of progress. And I think a progress bar would be too revealing in this case. Plus its nice for people that want to improve their time.
Eh. I appreciate the attempt, but a paragraph of colorful words with some barely-interactive metaphors don't automatically become more than the sum of their parts. If you don't have choice, or even the appearance of choice, you don't have interactivity in any meaningful sense. All you've really got is a few words separated by weak puzzles.
You might consider having the game take a moment to start after clicking your difficulty, instead of clicking Medium and instantly dying because your cursor is most of the way up the screen.
Liked it a lot! Some feedback for future versions: A little bit of flavor would be nice when you're exploring your surroundings, have text for items that are just part of the scenery; if nothing else, early in the game it will provide more immersion and confirm to the player that yes, they're clicking on something. It feels clunky when you first start because nothing responds to you, and you have to walk over to an item and then click it again to pick up. Got used to it quick, but this would help. Please, PLEASE add some kind of 'zip' feature--like if you double-click on a map edge that you can reach, either you just jump to the next screen or Branwen walks to it faster than usual. Would really speed up exploring and backtracking. Lastly, I can't explain why, but sometimes my mouse clicks to throw rocks at the end sailed off in a completely different direction. I know that's a useless bug report, but it was annoying. =( Great game, 5/5, can't wait for more.
[subtle expression of mirth] [reproachful chastising for how unneccessarily hard the spinning makes level 4] [nonchalant dismissal of problems] [declaration of rating]
Very stylish, but also very unforgiving considering it's so unintuitive. The randomly moving black circular enemies are basically pure luck, and the first boss just goes and summons 4 enemies at once? Yeah, game over.
Pretty fun, only thing is, all you really need to do is avoid grabbing cash and just run around collecting all the stocks. Sell those for $5k, then just zip up to get the ticket and you're done. Would be improved by there being more reason to pickup cash instead of avoiding it.
Despite its simplicity, I like this, with the ability to develop in between games. However, starting with my second play, my bullets went through the enemies at least half the time without damaging them, and the shotgun only seems to kill one enemy no matter how many are hit by the spread.
The basic premise is to repeat each level until you know which objects are deathtraps and which aren't. Why does the stack of bars in the train kill you? Because there wasn't a dick move in the previous 30 seconds, and the game thrives on challenges you're expected to know about ahead of time. Terrible, terrible design.
I don't really care for these stacking games that make pieces rotate on their own, but this one gets an extra point for letting us control the rotation, and also for being named, "Cat Cat Watermelon."
If you're holding a direction when the end of level screen comes up, when you come back to the game it gets stuck in that direction until you hit the stuck button again. Autofire shouldn't have to be something you earn.