The end boss fight is completely not obvious how you damage it. Freezing all of the fire jets at once did nothing. Nor did any efforts to steer it into things. These being the two intuitive methods I came up with based on the levels prior.
I've done a few playthroughs to get all the endings, and I can't crack something. There's this open space in the ending, right below Caesar and to the right.. To the left is the gladiator and to the right the cashier. I dunno, nothing I ever do has anyone ever show up there. Weird.
On a related matter, India Jones and the Crystal Skull sucked. More cringe-worthy than Human Centipede.
I found a number pad. Okay, so there's some clue else where I need and I'll type it in, I thought. There is no game function at all to exit that menu. If you don't know the password yet, you have to reload the entire game.
Does anyone play these maps or are they randomly generated? It's January 5th, and I'm looking at this map where I can maybe have a singular mortar and a blaster by the time the creep overwhelms utterly. The possible build space is hopelessly small. I say this not as a n00b but as someone who has beaten Creeper World: User Space and quite a long string of the stages on this game.
Concerning my earlier post, to get 1-9 full gems, if you approach the first math-puzzle-thingy (for lack of a better term) from the cealing and then rush to catch the gems you can get them before they fall into the lava. So while it is doable, I don't know that the target audience would try it.
On world 9, at the first problem, 2 of the gems fall into the lava and can't be reached. This is annoying to me as a completionist, and may distract a child learning fractions as they answered the question correctly and still had "points" taken off.
I have lost "H" metals when re-playing stages and not picking them up again. This makes it harder to search for all of them, since some of them have long solutions.
During the "First Boss" fight, I had the issue where the exclamation blocks wouldn't spawn. I think it has something to do with the time between using one exclamation block and hitting the boss, because when I didn't make it on the first jump but went back for a second shot I found the next round of down lasers never ending.
The response I was hoping for from my previous comment was for the designer to possibly consider such things as after you die, if you haven't hit any buttons (or say have moved to another browser tab) the game would stop the death counter, or something like that. Rather than if the player is still trying to guess what he is supposed to do just leaving an ever increasing death counter running. But you can take the troll road if you want.
The death counter is like par in Golf. The idea is to pass three columns with as few deaths as possible. I'm not trolling. The description of what to do is about as clear as it could be. What more can I say than jump with the Mouse and move through three columns?
You give no introduction, no indication on how to play, and immediately put the player into rapid instant death with a death counter. This is the worst way to begin a game imaginable.
Saying a game can't begin abruptly and without instruction is like saying a song can't begin with loud and/or atonal sound. People in the Middle Ages probably wouldn't have liked loud, atonal music just like people right now are stuck in their narrow conception of game design "rules."
Not fully a Were-box clone. The gem element is new, and you can't directly change the enemies. I think it needs a bit more of what Werebox 1 doesn't have, like the gravity changing of Werebox 2, or the different sized boxes. Still, it's not as derivative as people are saying.
Well, it is exactly what it claims to be. Snakes and Ladders doesn't translate well to a video game, it being all about dice luck. I think if there was some mini-game element that replaced the physical dice roll you would be on to something.
That was the idea that I had, but I never got around to actually implementing it and I haven't done any Flash for a while now, I've had other things to focus on.
When I get back to it, I'm determined to make this a decent, fun game.
Sorry about that; fixed.