A game made by an incompetent madman. However, there is a challenge here. I attempted to build a spiral staircase with the hope of climbing it to reach over the cliffs... but as I climb the blocks fall beneath me... this is going to be seriously tough. For inviting such a frustrating involving challenge I applaud you.
It's horribly uncooperative and faulty. The boxes will not fire 0 - 10 degrees right... and now I have boxes floating around all over the place... and disappearing into the endless sky... 2 / 5
The only issue with punishing the shop owner if the treasure chest is destroyed is that it might make some users engage in battle, launch their weakest weapon into the air, just to destroy the treasure chest then quit the battle.
well, you now won't do it so easily :) also keep in mind that there's a punishment planned for owner of attacked shop when the chest is looted OR destroyed, so it's crucial to make a good defense that will actually protect your chest from being destroyed :)
Hmm... this is refreshingly difficult. I like the concept, but it's not going anywhere in terms of progression. We need to aim for a goal and be motivated to aim for it.
As nice as it looks, it plays like a generic platformer that is as easy as it is repetitive. This posed no challenge and by the time I reached level forty I concluded that I did not want or indeed need any upgrades to continue. In addition the graphics did not change up to that point and that offered no inspiration to proceed, and although it's a competent creation, it's not an enjoyable one. 3 / 5.
The graphics are competent and creative. The bold colours and gracious animations throughout compliment the otherwise static background. The presentation, especially in the menus and slime text show that you are raising your profile. Sound effects are appropriate, suitable and clean. I really favour the slushy alien kill sound – it’s one of the best I’ve heard. The music completely immerses me in the experience. Overall it’s an impressive game that makes good use of an upgrade system, and more importantly a life system which is crucial. The progression design still feels a little elementary and crude, but the execution of basic interaction leaves a sweet if imperfect taste. *** 3 / 5 ***
It’s unexpectedly pleasant. The game is completely functional and the shooting operates smoothly. The critical kill concept works wonderfully, especially with ghost enemies. A rechargeable jetpack is a simple and unique idea, but it ends up becoming slightly gimmicky, largely because the target vector goes haywire and fails to track the crosshair effectively when I am airbourne - this could be because pressing up glitches the crosshair tracking. It’s sometimes hard to tell if an enemy has been damaged so i’m convinced the life gauges may be broken as they do not show partial depletion. Probably my biggest disappointment is the relentlessly unindividualised waves - the 20’s were like the first waves, just with more firerate. Try altering the bold colours and make some of enemies stronger/weaker to mix it up.
I quite enjoyed your game. It has all the elements which make is functional, playable and exciting. Very few amateur developments have bosses or create various levels that are optional from a menu. In terms of gameplay I found the difficulty quite refreshing, although the stages were too short, though without any seriously noticeable errors in the programming I can only encourage you to expand rather than fix. Truly the graphics show that you are putting some commitment into your games. It takes a lot of raw talent to create stunning visuals, but you’ve tried hard and done well. Various objects like the ships animate upon collisions and the frame rate is smooth. Now the audio is laughable and predictable, but I suppose I’d rather hear cheesy copied soundtracks than nothing. I’m glad you used individual sound effects for each level though. Your games show promise and without major flaws present you should focus on creating a larger and more expansive game using your determination.
These games I do tend to enjoy. But this is lacking in a great deal of expansion and length. Even playing it properly by working out the code randomly only takes a short moment. You need to make it larger and harder, perhaps increasing the difficulty through selectable levels presenting a fresh new set of circles each time with a new code. Although not always essential in a puzzle game; graphics do make the experience more involving and enjoyable, so try to animate the key interactive aspects and add a suitable undistracting background. You should also ponder over audio too, although it is a low priority. Remember that this is a chance to be creative and play around with the codes, and I look forward to any results that you may submit.
I really can't commend this much. You need to rethink about how much effort you're putting into making games because none is coming across here. You have two poorly drawn and designed mazes that can be click-held and right clicked {menu} to cheat. The promise of new additions seem admirable, but fresh innovations {changes} are required. Look carefully at where you place clickable objects too, as the top of the play button meets with the maze for instant game over. Graphically it is boring and mundane; lacking in beauty, elegance and sparkle. There is no animation at all and the writing is barely legible. Try carefully drawing little ambient details to make each level feel unique. Once you've made the necessary improvements think about some audio. Take some time with your work - it could really pay off in terms of personal achievement.
This is a beautiful game; instantly captivating. The free roam concept is brilliant and allows for unlimited dodging with the addition of occasional obstacles. You've even added an achievement system and a high score board to increase re-playability and further enjoyment. I didn't notice any major programming blunders but the toothpaste needs both an ammo limit and a decrease in fire rate, perhaps only slowing blobs down rather than causing them to simply disappear. Adding to the experience greatly are the fantastic cartoon like visuals that show a lot of effort. They look clean, fresh and nearly all are animated. They make the experience of playing the game quite immersing. Along with that is some really listenable audio that accompanies the lightness of the game to a degree of great satisfaction, plus you have the ability to mute them separately. The game has been presented very well. It's playable, enjoyable and somewhat expansive; showing a good deal of talent and composure.
This is a typical and mundane game of snake, but you've made minor alterations to it. Firstly you've increased the speed at the cost of the walls. This does add the element of key stroke accuracy and increase the difficulty quickly, but without an option to slow it down the result is limited. Try using different speeds as alternative game modes accessible from a menu. Also you may want to create more excellent backgrounds for each mode or made selectable via number key. Try to animate and texture the snake with lighting and bodily ridges. You also need to design and program a high score board to keep users contesting against each other and coming back for more; the addition of audio would make that more enjoyable. Uniqueness is something that you need to add to your snake games, and this can be done through effort and initiative.
Firstly I was immediately impressed with the graphics. They are not astonishing but they really create and capture the changeable environments well. It helped with the frustration on some of the later levels. However I discovered problems with the physics early on. When I reversed on a straight section and accelerated I tipped over my back completely. Apart from that though the vehicle does feel controllable and it is somewhat fun to drive. One of the major issues your having though, and you'll need to fix this, is a scripting error with certain sections of each level in regards to backgrounds. At the start of some levels, and somewhere halfway, the entire background layer is lost. However I think you've put some effort into this. The mechanics need some fine tuning, but the game is playable, enjoyable and a little memorable. What would really boost this experience entirely is some energizing audio.
There are lot of really poor snake games on Kongregate, ones that use simple templates and add nothing unique. This isn't one of them. You've taken snake and added your own cartoon like touch to it. But it's very easy and it takes an agonisingly long time for the difficulty to be sufficient although I can see very young kids perhaps being satisfied by it. The best addition is the face which changes on collision. But because you're lacking a lot of extra presentation, leading to a lack of replayability, the game bores quickly. There needs to be high scores obtainable through different modes. You could also try implementing obstacles that the snake must avoid. Finally, when you're settled with the theme find some audio which melds well with it.
Taking into account the time constraints for its preparation, you've done fairly well. The gameplay presents three different modes, which although present little challenge, are slightly fun to play. You've shown some raw programming knowledge here. Graphically it's quite colourful too. The pixelated drawings have horrible outlines though, but the objects are legible. You've also saved some time for little visual details {eg the red scarf} which can make a big difference. You've also complimented the game with an array of appropriate sounds and music. This should most certainly be a fine entry.
I can see you've put some effort into this game, it's far from the worst maze game I've seen. However it's still extremely basic, short and unexciting. You need to execute some more ideas such as moving blocks and time restricted areas to create a challenge, although I loved the idea of invisibility. With this you need to make your maze many times more attractive - a green fill won't impress anyone. If you have blank areas in your maze try some ambient decorations, regardless of your drawing skill it will give us something to look at. Add audio that matches the pace of the game and submit your work again at anytime.
YAY FOR WINNING!!!