A very nice game, easily worth a 5/5. My only nitpicks are that there is really no clue on how the first two endings relate to each other, which made finding them MUCH harder once I missed one, after doing the far more complex other endings. Also, I think the endings being just text don't really feel as much as rewards as I'd have hoped. Being able to see inside some of the structures would be nice, maybe have some part of the stories concluded by the endings...I dunno.
A good game, but some of these are not really puzzles for kids. The sequence one, stage 3, doesn't really seem like the kind of thing a kid that the other puzzles are aimed at, would get. Ones to do with trivia, like the 24 hour clock one, probably fall flat too. European kids will get it easily, americans not so much.
Fun, but a bit too easy. Also, it becomes very hard to control when you are near the edge of the screen, which is a bit too bad, since that's a natural place to dodge to. If you can't track the mouse once it leaves the flash app, maybe making a "frame" border around it that you can't travel onto but you can still edge into when controlling your snake will stop players from stalling when they hit the edge and suddenly teleporting once they return to the screen?
A downgrade mechanic is an interesting idea, but wow, does it implement badly. You are more worried about your gun getting worse than taking damage. Not very fun.
Nice game. Finding her is random, so you can find her pretty quickly without doing anything else. A bit weird, but maybe that's "fair"? One thing of note: there is the implication that if you go left from the starting screen, you can skip the tutorial. Well, you can, but the tutorial includes your first weapons, so skipping is not really an option. Perhaps if someone does skip the tutorial, they can have the weapons auto-added?
Nice game! Lot of work put into it and a look forward to the sequel its built to test for. Still, it needs a lot of balancing. "Gun points" don't really reflect the value of particular guns, and older weapons quickly become obsolete, so that despite all the nice design elements, you are usually only choosing between a few options. Secondary weapons are almost never reasonable alternatives when they become available, only towards the end of the game can you afford to pop one on. Bubble points seem a little backwards, as they actually enlarge your 'hit box'. You should be required to cover more ground to install bigger weapons, rather than 'allowing' you to build more bubbles as you improve. Large ships are almost never worth it. The leech gun really changes balance, making every difficult enemy more of just a time challenge. Still, fun, and a lot of great options!
There was work put into this, so I wouldn't give it a 1/5. But seriously, this barely qualifies as a game. The minigames are "fun", in quotes to denote a qualitative and not quantitative judgement, but when you consider even failing badly at them advances your experience in a linear fashion (with flying, you get more points per second at the beginning, so failing is BETTER), you pretty much end up with the Flash equivalent of Sisyphus rolling a boulder up a hill. Having to pay to "upgrade" your maximum training level, when the highest you can get in one city automatically fails in future cities, is a pretty insulting way of disguising a downgrade as a positive improvemnt.
A good idea, but really there's no need to have both exponentially more pixels needed AND only exactly the right amount of pixels within reach. That only makes it incredibly unforgiving, so that each "upgrade" actually feels like a downgrade as you try to find and get more obscure pixels. Why not have, say, a few more pixels within reach than what you need, so you don't have to search EVERY inch of the map every time, and don't have to make more and more perfect jumps?
Nice game, a lot of fun! I gave it 5/5, but I gotta say the controls should be tightened up. Getting on and off of a ladder is agony. Having the autojump 3 squares when you pop off isn't very useful. Still, if it's fun, it's fun!
A nice idea, with minimalist graphics, but there is some serious tweaking needed. Difficulty curve starts out slow, and is very slow to rise, making it boring. The health bar is far too long, so once you reach the point where it IS too hard for you, you still have several (at least 5!) minutes of frustrating play where you slowly die. It would probably be better if death came quicker, but you recovered a little between levels.
Some levels don't properly ease in. Because you click on the 'ready' button in a specific spot, it's possible to start the bubble level taking damage, and even if you don't, the bubble can start out moving very fast. That isn't about fast reflexes, that's pure luck. The cave level has no adequate buildup. It's a new skillset you haven't had a chance to practice during the game, and starts incredibly difficult. That's not how boss battles should go.
This seems like a good idea...something along the lines of that old game, Tapper, where it's about juggling tasks to get everything done in time.
The trouble is that some of the units shoot, even in the first few levels, and as far as I can tell, they can shoot pretty much as soon as they are in range of your cannons. It's essentially a random health-losing factor that has been the cause of my death every time I've played, so the main point of the game never actually comes into play. I'm not sure what the point of that mechanic is. It pretty much ruins the fun potential of the game.
Yeah, well. I get what its trying to say. Definitely trying to be a game like Achievement Unlocked and Upgrade Complete, that banks on being meta. And it has an interesting message. But what those two games have that this one doesn't is that they were fun at the same time as having a message. 2/5.