Maybe a no-timer mode would be good for this kind of game. 3/5 for the concept, but the act of passing your mouse through the rings just gets boring too quickly, if you are aiming for high scores.
I really don't know what to think of this. On one hand, it mostly consists of memorizing the correct set of spawns every level (essentially mimicking the developer), on one hand it's actually pretty fun. I'd give this a 4/5 if it weren't for the fact that not using cheats is rage-inducing.
I think of it primarily as a puzzle game to figure out how you need to spawn the ships, and secondarily a skill game to actually execute deployment instead of just placing them and pressing Go. In most puzzle games there's one or a small number of solutions and figuring out one that works is an expected aspect of the game. But if this approach of going for a puzzle/action hybrid didn't end up as appealing as a pure puzzle game or turned out too rage-y then that's a fair critique. Thanks for the feedback, and gratz on finishing!
I actually like this. But please make the Hunger meter easier to fill up if you're planning to expand this game. I don't think there's a way of getting past a score of 200 otherwise. 4/5.
That's it? A clicker game that doesn't even have upgrades? Feels like an animation showcase, just with a few hundred more clicks. 2/5. at least you put effort into the animations.
For a very early build, this is really fun. I could see this turning into a full-fledged Hotline Miami "Survival Mode" or something like that. I am eager to see new features being added to this. Good on you! 5/5.
Haven't seen a platformer concept this unique take off in a while. It's very well executed but it's too hard! 5/5, only criticism would be the difficulty curve, but maybe that's just me.
This franchise has been going on for, what, almost 10 years since Demolition X? And it's still fun to build stuff, create mini-games and, most importantly, torture helpless dolls. Thank you 0rava for coding and maintaining this gem. 5/5.
Horrible excuse for a "puzzle" game. If you're going to force pixel hunting on your players, at least show the "ghost" of your last shot so you can adjust your next one by small increments. 1/5.
The design in here is a lot cleaner than the sequel (Genu's Revenge). It's really funny how you can destroy one of those block enemies with no orange dot inside and get 3 million gold, though.
I really dislike the fact that most bullets are unavoidable due to the sheer size of your ship. Once you have the Damage Absorb ability along with a high Energy capacity or regeneration, bullets become pointless and even bosses like Entity become very easy...
The concept is unique but the controls are ultimately very unwieldy, and some obstacles are simply unavoidable. Although, I admit, I couldn't think of a better way to make Calculus I into a game. 4/5.
Perhaps I was being too critical of just one aspect of the game. Considering your intentions (being dumb and silly, which is actually well executed here), I think this deserves a 4/5. Only major criticism would be the main sword attack, which is slow and awkward, also add some contrast with the background and green enemies in the first stage. I'm still against embedded links, though.
I think of it primarily as a puzzle game to figure out how you need to spawn the ships, and secondarily a skill game to actually execute deployment instead of just placing them and pressing Go. In most puzzle games there's one or a small number of solutions and figuring out one that works is an expected aspect of the game. But if this approach of going for a puzzle/action hybrid didn't end up as appealing as a pure puzzle game or turned out too rage-y then that's a fair critique. Thanks for the feedback, and gratz on finishing!