Oh god, another game where you are stuck in the same space shooting the same enemies over and over again with lots of different weapons which are all basically the same thing.
Jerky, slow and so utterly unoriginal that it even borrows most of the sound and graphics from the real unreal.
And by borrows I mean blatantly steals without credit.
A nice idea, and I suspect my criticisms of it are exactly what the author is trying to say. There isn't an actual game, just generic upgrades that don't really do anything.
The humour is pretty good, but it doesn't make up for the incredibly jerkiness of the whole game. Shooting moving targets is a bit tricky. Shooting moving targets that don't move smooth is pretty hard. Shooting moving targets that don't move smoothly when you don't move smoothly either is really frustrating.
You've taken one of the most amazing games of it's generation and turned it into a slightly above average 2D puzzler.
What made portal great was not just the very creative puzzles, but the incredible atmosphere and great writing.
You only one of those three things going for you here and you don't even have all of that one.
Good idea, but the levels are far too timing specific, and so it's less about puzzling and more about fidgeting with exact placement and timing. Quite frustrating.
When making a physics game, it might help to have an understanding of physics.
Very early on it becomes a case of precision placement rather than actual strategy, which doesn't make it very fun.
Such beautiful style and animation. Sadly the actual game isn't really much and the sound loop is really, really short (and therefore really, really annoying after a while).
Would like to see some more of this.
Fantastic artistic design and amongst the really frustrating guess work puzzles there are some genuinly clever ones in there.
Jumping is a problem, that dirty trick in level 25 where some lights glow brighter than others (never mentioned before and never happens again) is really really dirty. But overall, some good things, worth playing through.
Truly, absolutely brilliant. There are puzzle games that rely on complexity to make difficulty and there are those with genuine love and ingenuity.
I cannot praise this game enough.
Okay, so we've finally got a character who can move properly, and things don't just magically levitate when you click them, so interaction seems more sensible.
Most of the puzzles were sensible, except that stupid baby doll one, but why on EARTH did you design the GUI so that to get something out of your inventory you've got to go to an entire different screen?
And why does the gun have to be in the holster to be put through the scanner?
And why can't you just shoot the worm? Or the guard as he's in front of the door?
Why is the door to the waiting room so difficult to click?
A much better formed game than any of your others, but still your logic is too warped to be anything other than guesswork in a few places and it's really frustrating when you know what has to be done but can't fathom the precise and extremely specific actions you have to take to do it.
Each time I play the various point and click adventures on here I get a bit more disappointed with the genre as a whole. The puzzles are less about thinking things through and more about systematically just clicking anything in any order and as for the last scene. Well. In the very early 80s a computer game was guessing a random number chosen by the computer, it wasn't fun then and it still isn't now.