I want to say I haven't played this game before, but I have. We all have. Simple atmospheric platformers can of course be innovative (see Continuity--a fantastic example), but though I appreciate the work you put into Aurie (I truly do!), I can't say it adds anything to the genre that would make me want to know more about what you're developing. I'd like to though--please keep innovation in mind! (2/5)
Though clunky at times, the sheer amount of dialogue you've written is impressive beyond measure--and just a little work with literary editor could ease the clunkiness to boot. I wanna wish you well as you flesh out this story, and I can't wait to see what you've got planned for 2018! 4/5
Agreed that the cube is fantastic. My one recommendation might be to use a different shapes for rotation (pink circle) and background change (blue/white/black circles). Other than that, the animation runs smooth and I was a fan of the music. Very nice job! 4/5
lequinow's notes are on the money, and I'll add that the story does what it should: These are balls. Heroes, but still balls. They're not a triangle that the dev says is really a princess or line that "represents" a troll. Red and Blue just balls, and yet the story is compelling all the same. Much love to you guys. 4/5
Nothing to say other than that this is a real treat. Your scriptwriting is *outstanding* and easily the best I've seen here for some time. The graphics very much fit the mood you're going for, and the music never detracts (difficult for something that's essentially on loop). 5/5 for the script alone--any developer who thinks gameplay is enough to carry their title to success should take a lesson from you!
Literally no way to continue after jumping out the window (with gun) if the crabs and UFOs are gone. That'd be irritating enough, but no restart or reload option? That's a tilter. 1/5
I tried once before with no success moving past Level One, and I tried again today--also with no success moving past Level One. And I know my way around the odd suspension bridge or two. Nice concept, but weakly, weakly executed. 2/5
I enjoyed this very much--the graphics, the gameplay, even the creepy audio which makes for great ambiance. However, the lack of clarity in the instructions makes getting started very tedious, and this might keep people from sticking around more than 5 minutes. I get it: instruction writing isn't the most glamorous thing to do, but there's definitely skill to it. When directions feel like they've been written last minute or by a developer who isn't putting him or herself in the position of a first-time player, the frustration just intensifies. Still, very solid. Would love some replay value, but overall, good fun. 4/5
I so enjoyed the first game! However this isn't a follow-up so much as it is an expansion pack of sorts. I can imagine a hidden announcer saying, "If you liked the first, we've got more levels for you!" That's fine and good! It's just not really the kind of innovation I look for in a second outing. 3/5
Bad news/good news: the bad news is that this is effectively Shift without the black/white positive/negative space innovation--all the way down to the lack of mid-level saves which remains tragic when you get to the spike levels.
The good news is that this is effectively Shift without having to actually use the shift key--that always irritated me to no end!
A word on the efficacy of titles: down was always down for me, and up was always up. I know this is picky--even petty--since titles and game descriptions are more of a marketer's than developer's strength, but for prospective players, it can matter. The silliest things deter someone from pressing play.
I'd give kudos for this at the end of a Ludum Dare weekend, and it's not to avoid giving kudos now, but I'd have opted for further development before publishing on Kongregate (or similar sites) in order to generate maximum interest. 2/5
Cute and fun. The voice acting drives this game, even when you're irritated because you're overlooking the simplest solutions. The spelling bit was particularly unique--kudos on coming up with it. Would have liked to finish Arknoid a bit quicker, but I was lagging (my fault--streaming something else at the same time). Fun for the simple story you've created! 3/5
I'm gonna have to stop probably 5 or 6 stages in. This is a lovely idea--I'm all about colors and crystals with different purposes, but the targeting and jump mechanisms are so wonky (Chrome, on Mac), it's almost like beginning on an intermediate difficulty level. I'd love to see this adjusted so I could make more progress without wanting to preemptively die at the start of each level. 2/5
A cute time-killer, yet nothing really new for the series. The comment about the camera being a huge irritant is spot-on: it would have been nice to have an upgrade for that. Overall, it's missing some kind of "innovative twist" that makes the 2nd or 3rd title in a series stand out. Even though it disappoints on this front, I'll bump it up a star due to goodwill from the previous games. 3/5
A bit of fun, with nice difficulty scaling at the end (once you figure out the key/lock mechanism). Unfortunately, there's zero connection between the (admittedly lovely) art and the gameplay, and I believe that's what truly makes a project like this stand out. Uniquely problematic is how the art's early-stage ambiguity complicates the storytelling (It's a about a keyhole! No, a figure! An angel! An angel on fire? Why is the angel aiming a laser at the earth? And where is this octopus coming from?). But relaxing music on a day I needed such, and ultimately well-executed. Good job, team. 3/5
hey. It's a side-story to the main game Zenge. Once you play Zenge, it will make much more sense :) I wanted to keep it mysterious :) http://hamsteroncoke.com/zenge/ <- 70 unique levels :)
This was a spot-on, funny send-up of the memes that different gaming communities often take so seriously, and it came to me at the perfect moment. Massive points for the voice acting, Ellie and Charles in particular (both characters are casually indifferent, but the expression of casual indifference is unique to each). Though there's limited replay value, kudos for incorporating replay at all. The composite will make me remember you and your studio's future releases--well done! 4/5
Bumped back up by a point for me now that lag issues have been considerably improved. Congrats again lads on a game well conceived and your responsiveness to player feedback!
I'm about to drop down a star as well--during the last three hours I played, I advanced maybe 23 feet or so in the diamond zone. I came to the forums thinking I'd missed a key purchase or was overlooking a strategy, but no--too many people are having this issue as well. :(
Game source code fell victim to a bad harddrive a few days after Newground's Stencyl Jam.