It's good that things like this exist to teach me about myself. In this case, I learned that I use the phrase "mind-numbing" far too much, when I should reserve it for truly horrific cases like this game.
It could really do with better graphics, music that isn't stolen (or terrible), and a design that prevents you from getting irreparably trapped. The self-destruct button is not only phoning it in, but is also not usable on levels when you really need it.
Long, boring, unpolished, and now part of my doctoral thesis on why having a soundtrack consisting of one piece of German house music makes a game terrible.
Third game by this poster uploaded within two days, and all games have different people in the credits. It's either a blatant, bare-faced display of theft or a severe case of DID.
I know a lot of words, but I can't think of one that properly explains how terrible this powerup system is (though I'm leaning toward "abomination".). It makes collecting a powerup a gamble and a liability if you have at least level 2 of a weapon, which is the opposite of good in a shooting game.
The problem with the ragdoll mechanic is that it's the game-design equivalent of a fondue fountain. Once you have a good one, you feel the need to use it all the time even when it's neither desirable nor appropriate.
Good idea, great graphics, and nice challenge make for a gorgeous minigame, but I'm not sure how well it would lend itself to multiple levels for a longer playtime.
The juxtaposition of cartoony graphics and serious story is either awesome or ridiculous and offputting. Guess which one this is! (Hint: it's not awesome)
Boring, ugly, and laughably pretentious, the whole thing plays like "the most awesome story I ever wrote in high school". The best thing about it is that it finally acknowledges the color blue.