Okay so I die, and then I'm not dead. Also, I can't aim both guns behind me? Also, I see a zombie coming at me, I may need a bit of room between it and me, but alas, somehow my legs are incapable of moving me in any direction but forward. Oh I'm dead, but I'm not really dead because I'm come back to life the next day as not a zombie.
It's a good idea, but the controls just don't work, I can't get certain objects to slide. Maybe they're not supposed to, but some sort of rules that explain the game would be great, as it is I had to figure out how to get some of the stuff to work.
All I can think of while playing this is that I wish I still had my N64 so I could play Tetrisphere. Mostly because I really want to be able to move the blocks which are isolated and stacking higher to places where I can actually use them. Like I could do in Tetrisphere. It's basically a crappier version unfortunately. Plus my danger level kept going down, and yet the universe still imploded. Does the danger level number actually MEAN anything?
The danger level number, is not really the "danger level". The bar is showing the actual danger level. I've "designed" that really stupidly haven't I? Hahah. The number you see there is the number of pieces that are stacked too high and are causing the danger level. You know what? I'm going to remake that thing right now actually. Yea.. Jolly good. Oh, and moving pieces around, yea I agree that's a nice feature in Tetrisphere. But this is not Tetrisphere though, and I have no intention of making it more like that game. I'm getting enough crappy comments on how i've supposedly ripped that game off 100%. I'm trying hard to make a completely new game that happens to have tetrominoes on a ball. Actually, Tetrisphere didn't even use Tetrominoes. ;) Thanks for your input! Edit: I've changed the danger level meter so it's less morose now. Hope you like it!
The extras are too random. I didn't get any air on my screen for ages. Plus how can I collect five diamonds per level when only one shows up on some levels?
I didn't even play. The text was too hard to read and the tutorial was way too overwhelming when there were five arrows pointing to five different red circles on the screen.
I really wanted to like this game. It was too long for what it was, and the last level made me want to slit my wrists, and not in a good way. Since the controls are so precise, having it be dark most of the time pretty much meant falling 100 times before doing things perfectly. Either fix the controls, or make it less dark.
If you have to double jump in order to do any sort of jump, why not just make jump higher and make double jump for something special? Always having to double jump doesn't add anything to the game except annoying button pushing.
I can't complete a game when I fall through the floor whenever I use shrink...
Also, the time limits on the use of abilities are far too short. I could barely look around because the timer pretty much drained immediately.
Way too many bugs... The cliff either causes the character to skip around and throws me out into the spikes, or skips and puts me on the ledge then I can't move.
The danger level number, is not really the "danger level". The bar is showing the actual danger level. I've "designed" that really stupidly haven't I? Hahah. The number you see there is the number of pieces that are stacked too high and are causing the danger level. You know what? I'm going to remake that thing right now actually. Yea.. Jolly good. Oh, and moving pieces around, yea I agree that's a nice feature in Tetrisphere. But this is not Tetrisphere though, and I have no intention of making it more like that game. I'm getting enough crappy comments on how i've supposedly ripped that game off 100%. I'm trying hard to make a completely new game that happens to have tetrominoes on a ball. Actually, Tetrisphere didn't even use Tetrominoes. ;) Thanks for your input! Edit: I've changed the danger level meter so it's less morose now. Hope you like it!