Looks good, plays pretty smooth. I would suggest visually differentiating between powerups. They all look the same, and there are some powerups I might brave a swarm of bad guys for, while some I wouldn't.
I've played the first episode and now this. Honestly, you have great concepts at work here, but the shortness leads me to believe that instead of releasing little bite sized portions as episodes, you should at the very least release them as bundles. Give your audience more than a taste (plus, I think the maze situation of the first episode would nicely counterpoint the blind navigation at the end of this second episode).
Artistic and innovative, you just need to put the whole thing together and give us more.
It's basically just a test, but kind of curiously intriguing anyhow.It's bare bones, but you could build a game around it, you know, throw in some meta stuff like achievements and powerups and upgrades (slow the balls down, get a longer amount of time to watch, even maybe number the balls for a limited time).
I just find it interesting that I've played fully developed games that are terrible, and then there is this test which is actually kind of fun.
I'm going to give 2/5 but only as a matter of encouragement. The game itself is nothing, but at least the underlying mechanics hint that you may make a decent game eventually.
Excellent concept, and nice execution. Unfortunately, it suffers from the same problem that so many other physics puzzlers suffers from: lack of levels/level design. A level editor would put an awful lot more mileage in this game. As it is, while it was well done, I don't see myself playing it anymore.
AWESOME! I just lost ALL my save files! That's what you're looking for in a game. Carefully saving at key moments so that should you die, you can restart in a good position, as is a common strategy for RPGs, only to have it all shattered to pieces the first time you die.
Congratulations! You just won the Pelted Badge and 30 points!
Someone way earlier said that they only played this game because it has badges. I'm more in their camp, just maybe not quite so harsh. It's a fun little time waster, though the room for improvement is enormous.
As for power ups, slow down and X3 are key. I actually hated Autopilot much due to how hard it is to get back into the rhythm of things. Well, now that I have my badge, I have the feeling that I'll likely never play this again.
This is one of those rare instances where the hard badge is easier than the medium. The final boss really does need work and is not in keeping with the rest of the game. The only other quibble is that the words blur when the enemies run too fast and that's sort of unfair as well.
Yeah, Yeah, I'm going to share the same controls complaint as others. Once you get to fifty or so, not being able to jump immediately from left to right position or vice versa just doesn't work.
(to clarify my opinion on the ending) I think the message as you play is one thing, and then the ending offers something that is ninety degrees from what you may be expecting giving a different feel and message to the game. I think both work as separate entities as opposed to one complimenting the other.
@DefJam: McMillen and Jiggmin I'll agree with you on (though I haven't played ALL of Jiggmin's games). I think McMillen is a little overrated. But I have to come to Weir's defense. Have you played Silent Conversations? Majesty of Colors? beautiful concepts both.
Wow. I've been meaning to get around to this game for some time and now that I have, I'm so glad for it. In a flash I wanna say that this feels almost like a Braid/Use Boxmen mashup. That is, the gameplay is more Use Boxmen while the ongoing story is reminiscent of Braid (perhaps not as deep, but thankfully more coherent). It would be nice to have seen more levels, but I like how the obstacles in each level were used IN the story telling. The checkpoint level in particular seems to make more sense after you've finally finished the game. The action aspect is well executed, the puzzles are, if not a bit simple, still quite clever, and the story works both as you experience it, and then separately after the whole thing is over (the end really does twist the meaning of everything in a way that I'm not sure is necessary).
Heh, this is irresistible to platform junkies. Nice tight controls, smooth animation, and the semi-randomized "level design" does a good job of utilizing the game mechanics to their potential.
I like the visuals; clean and well produced. The controls are a little unforgiving, though, especially the bouncing off of items mechanic. I suggest tweaking that down a little bit.
Good start to a game but you'll need more levels and you'll need to design them to compliment the gameplay mechanics. Also, I suggest cranking down that sound effect a bit. It's damn harsh with no background music to temper it.