Lessons taken from this: 1) When people jump from tall buildings, they're really just trying to reach the stars, and 2) Guys fail to understand metaphors. Figures he would choose to take the stars comment literally, rather than the flowers...
Fantastic work on this! I've seen others attempt a 3D design before, but this is far superior implementation to anything I've seen. The ability to shift to the top and bottom of the floor adds a lot of dynamic strategy as well. No lag that could be seen here, and this was actually far more responsive than most Snake games. 5/5 all day for this.
Good news! There's a keyboard way to change letters! Click the Spacebar!
(Honestly, people, you read the comments to find the last name added to the petition, but you don't read the people telling you that Spacebar does what you're petitioning for. Nor do you bother to read the instructions the designer provided.)
Decent as this game is, with simple design and steady implementation, I feel the idea needs to be built upon before it warrants more than a 3/5 from me.
In the context of the Stride competition, this is sadly far from a $10,000 first prize work, and I have to think the event will be an overall disappointment if this is the 'top tier' game that is produced.
For those disliking the item sorting, grouping, general layout of the inventory, please do notice that there are 'inventory sort' buttons there on the left side.
To those experiencing 'lag' problems, scroll your browser window down so that you no longer see Kong's motion ads above the game. The frame rate will clean up instantaneously.
-If this helps you, consider keeping it alive so we don't have to keep listening to baseless 'lag' complaints-
I got a score of 1858 before it glitched. One reporter couldn't be hit by pies, and no other reporters would come as long as she survived. Eventually I had to let myself be reported by her.
I feel really let down by the game description. After beating this, I feel like the bosses were descent, reminded me of those in The Last Canopy, but easier. The levels themselves felt very slow. Slow moving enemies, not many bullets flying as most enemies take far too long to start shooting. Maybe keep the enemy fly patters, but please just have them start shooting from the get-go. As it stands, I found the levels boring and found myself only looking forward to the boss fights - which were still just a tad to simple. I'm glad it ended at level 10, because after that level I was ready to leave. Overall good presentation, but didn't live up to its own advertisement. I can only give it 3/5
The actual game mode seems a little overly simplistic in the first 20 levels. The first 15 I was able to get through simply by creating mirrored patterns. I didn't feel driven to proceed much further.
Sandbox mode can be interesting in the hands of a skilled designer. 'ildogdild' created an aesthetically pleasing sequence. Clearly this isn't fitting into my temperament, as I'm not finding the whole package very appealing. There are others who are sure to find it more engaging. It certainly seems geared to a certain market. 3/5 from me.
This was better than most sniper games, in my opinion. There were actual puzzles to solve, much more thinking and deducing involved than ANY other flash sniper game I've played. Thank you for designing one that requires true brain exertion.
5/5
World 3-2 is not impossible. It's just an intuitive twist. Clever, I think.
The game itself is decent, not a whole lot of variety brought to the genre aside from the changing gravity effects, which more could have been done with. A descent game. 3/5
Great concept. Not the best execution, but it's off to a nice start and I look forward to a second version. Basic as it is, I'm liking it a lot more than Bubble Tanks...