at the beginning of every level: i have a snail where my brain should be...................... at the end of every level: i am russel crowe in a Beautiful Mind
Would you like to turn Sticky Keys on? Would you like to turn Sticky Keys on? Would you like to turn Sticky Keys on? Would you like to turn Sticky Keys on? Would you like to turn Sticky Keys on?
Consider avoiding shift+click in the future.
The core gameplay is fun. I like moving the reticle, timing the power meter right, and hitting targets. Unfortunately, this is where the game ends. Completely. There is no meaningful progression, tactical choice, development, decision-making, complexity, challenge, strategy, or substance of any kind. It's a crosshair-aiming demo used to justify an ocean of useless garbage: two currencies, real-money purchases, bizarre live-action ads for Red Bull, stilted cut-scenes, endless corporate tie-ins, and graphics so charmless they actually induce a physical wince: I thought live-action shots spliced into a 3D environment were dead and buried a decade ago?
So much money, so much effort, so little substance. I feel only pity for the programmers who hitched themselves this three-suited garbage.
a good example of doing the hard stuff right (concept, execution, gameplay are appealing, inventive and excellent) and the easy stuff wrong (buggy, deleting players' saves, only bothering to create two courses).
the easy stuff counts, too.
The consistency test is silly; the creator can't be bothered to spell-check his work; and there's no replay value. Mildly diverting for a few minutes, nothing more.
2/5
This game is amazing, but the creator should really read this:
http://en.wikipedia.org/wiki/Inverse-square_law#Gravitation
Bodies lose their gravitational efficacy rapidly as they get farther apart.
Games with multiple players tend to be extremely glitch-prone in my experience: players spawning on top of one another, weapon buys not registering, et cetera.