excellent game! has some room for a little improvement tho: it was occasionally diffuclt to understand the concept that one door hitting another would move the next. You don't really need to make any structural changes to the game, so much as add a simple level designed to demonstrate this function to the player more clearly.
The blueprint style is excellent, I love it!
I also really liked the last level. It really stumped me for a long time until I realized that making a practicular move just below and to the left of the exit will irreversibly make the puzzle unsolvable until you reset it. nice one ;) a sequel, with a little more variety perhaps, is an absolute must!
i dont think anyones realizing that whenever you finish a minigame and come back to it, the gme puts you back in the state you were in when you last left it. that means that if you messed up and let a block get close last time around, youre screwed this time...
nah level ten is easy...just wait till lvl 70 ;)
the game was excellent. I've always been a fan of upgraded ships, but this might not be a game that needs that
on the other hand, while the game is fun, it does start getting repetitive after about level 55. Try making something to add depth to the game. I absolutely adore the "clickless, wordless" thing tho...props for that.
fun but needs more variety and better collision calculations (often a direct collision results in one ball 'veering' around the other...but only when the ball you control is involved.
'public enjoyment' needs a better name, and you need to make it clear that combos help build it, and that it affects level growth. You need more upgrades and the ability to buy potions etc. You run out of things to buy about 2/3 way through and it gets really dull. Less repetitiveness would be nice...oh and is it just me or is this game impossible to beat unless you're a wizard?
good initial game...the concept was great, just needs some development in terms of graphics and game depth (you need to be able to improve the character, or at least cause some variation in the gameplay somehow)
nonetheless, 4/5 for original idea and first game.
the bug that's being discussed is a result of poor management of corners and the fact that when your character changes orientation from right side up to upside down, the left/right controls swap, allowing you to, for instance, in hexagon of doom, set two overlapping fields so you can walk around the corner, but inadvertently be bounced repeatedly precisely on the corner, forcing you through the geometry. This could be solved without any coding by simply adding invisible walls across each corner (making right trigangles), so the player isn't forced through the corner more than a few inches, and when he is, he can simply jump to return to the normal geometry. Alternatively, you can simply stick gears all in the middle of your geometry, so any unlucky saps who try the trick again get killed ;)
if you haven't noticed by all the comments already, this is a pretty fucking awesome idea. You really need to expand on this and add some levels.
Try adding some levels with moving parts for the anamolies to affect, and play with the idea of two anomalies affecting each other. perhaps make it a goal for the player to move an object to the goal using the anamolies? run with it man!