Fun game. I like the simple mechanics. I love the art and how you have gears instead of sawblades. That may be a limitation of the tech but it works perfectly with the aesthetic. The last level did give me some trouble (you like low ceilings in your platformers...) but I had fun.
This is your best game! It's a great concept and challenging. The only thing I didn't like was that since the org is tied to the mouse, it makes it difficult to move both the girl and the orb since moving the girl moves the screen, which changes where your mouse is on the screen, which then moves the orb. However, that is how it's set up and could be intentional challenge. Although I thought I was relighting the light house, not creating the sun!
This is a really good start. It needs more! The art and music are great. The platforming is good, especially the wall jump areas. I question why you limit the double jump when you put so many jellyfish around to replenish it. There was never any risk of running out unless I wasted it. Was there any more after Jayson wakes up? The screen just went black.
And you set the tone perfectly by having the real guy get hit in the face with the paper rather than catch it like the Burlyman. I don't have the heart to do the bad ending though!
Great little game. At first I was enjoying it but wishing for more varied gameplay because it looked like a fun little brawler. But I loved that it was this short little sailor dreaming of being a big tough guy. The guy opening the door was funny and the so was the drunk in the back. Once I saw that, I knew the giant wolfman would just be a dog so I didn't kick it. I actually felt bad about hitting the drunk guy, especially also seeing the sad look on the pirate by the door! Plus the pirates just poking you is funny. Great little game!
I was pretty bored but I never played Doom at the time, so I'm spoiled by modern games. The controls were what did it for me, as I had trouble turning with the keys rather than mouse, or even sticks like when I used to play more consoles. However, I'm fully aware of what this game and Wolfenstein meant at the time.
I was excited to see the slide. Being stopped by enemies was the worst thing in prior games. Then you made the baffling decision to add combat into a fast paced movement platformer. I quit because it was so boring and frustrating.
It looks like a good amount of work went into this game. I like the energy management mechanic. However, the gameplay isn't varied enough in the first few missions to keep me going.
I like the graphics and ambient sounds. I liked it at first but hated having to navigate the spike with the jetpack. The worst problem is the checkpoint system. Redoing something, even walking an empty screen, over and over again after making a mistake is annoying as heck. Just let me start where I failed so I can focus on the challenge that stopped me.
I wanted to see if this was any better than the last one. It is but still not fun. I give you credit for adding in the checkpoints, but the variable jumping is still a huge hindrance to smooth play. I don't like that the sides of spikes are deadly, but some games do that while others don't. The one clever element was needing to push back the ice block in level 9. The way you have it set up indicates to the player that they should, but it isn't explicit. As with the first game, the boss level is the best and the ending cutscene was funny.
Cool game. The rules concept was neat, though I hated the "not walk left" rule after its own level. It didn't take much to go from jumping left to walking and die. The music was good and I liked how it went to color at the end.
I finally beat the secret level. That was tough and took a long time to get a system down. It is possible though. However, what I don't understand is that the secret end says I did what I was told and am a prisoner. Did I miss something because I thought I was told to not do that. But interesting that the regular end is escape and secret end is dead!
Neat concept and core mechanic. I loved how the Replay showed all my attempts. I mostly had fun. The only frustrations were the levels with near instant death. I can't see what's coming and have to jump pause before the level is even fully visible. It's just annoying if you forget. The last level was not fun though. It was plenty hard, but it isn't fun to keep replaying the same bits over and over after you make a tiny error, especially when the timing or angle might need practice to figure out.
Neat idea but terrible execution. You tell me to "click and drag" but I have to "click and hold" for the pin and "click and follow" for the lock. Having to search for the spot to flip the letter and then wait for the letter to go away was annoying.
Finally beat the bonus level. It took forever and I kept with it just because I hate quitting. It had long since stopped being fun. It's longer than it deserves to be and the worst part is you changed the mechanics of the previous boss levels, which I loved. Rather than running from the boss, the room is moving. The problem is that I do not benefit from good play by getting ahead because I have to wait for the screen to advance so I can see where to go next. Redoing the same part over and over so I can get to the point I'm struggling with is not fun.
Nice graphics and music, annoying gameplay. Too many jumps with something over me. Too many "hold for .2 seconds but not .3 seconds or you'll jump into spikes." Despite the annoyance of replaying large chunks after a mistake, I did like the "boss stages" though. Also, points for the "Companion Cube" in level 27 and the Donkey Kong like "Monkey Business" for stage 28!