This is a good example why too roguelike elements and poor level design don't mix. Everything else is fine, though. For example, dashing into an off screen platform with hidden spikes is just fun for once.
I just played the other recent game that played almost exactly like this and this one is almost as good! This game is a series of constant clicking without much breather. I've also stopped playing at the weak blocks, they seem to be a weak addition to make levels longer but less interesting.
This is funny, you've fixed many bugs now, and the game is less fun to play! You now get less Prestige after each run, and those multiplier endings don't work. Also the endings deduct workers but won't give them back after they finish working. Well Done!
I just played the game first time today and it plays very well! Sadly it's now buried under other games. Maybe it's also because the auto snap at the correct place is removed. I don't really like the music but i muted the browser instead. 3.5/5 for me
This 'game' feels like someone bought all the assets, join them together, but still can't make a good game. Has some potential on this repost, but needs at least 20 more versions before it's worth playing. Nice music though.
Not as good as some of the demo games on the GBStudio page but still fine. I have seen GBStudio before and I know what it can do. It can make good 'walking simulator' games but it's less action oriented. Also I like how you can stand south of a horizontal bridge to cross it. Congrats for finishing an actual GB game. ^_^
I've finally found time to play this game. Great concept, but the platform part is pure luck. Controls are slippery and climbing doesn't work half the time, and when it does it causes additional jump, so you still end up in a trap. Falling through fast monsters while keeping up with your mouse is pure luck, and half the times clicking doesn't work. Looks great though.
So promising. The concept is great. The implementation is confusing. You can't tell which are exits and which are dead ends. Also, this game is more about pixel perfect clicking with a very short timer (and some pixel perfect jumping with your other hand, too.) Too complicated for me, but I wish you good autumn rain.
I like the concept, but as Pollboxhead already said, the pacing is all wrong. The first levels have too many different things in it so everything is confused at once. If you introduce everything at a much slower pace then you have a winner. For example, don't let the player have all the functions at level 1, and don't do so many enemies and items on level 1. Also, the music is too loud for the sound effects.
Yeah looking back it's true about the pacing. I put in the early levels too many teasers for things requiring the DOWN key, but like too many. I went overboard to hammer down the idea that the DOWN key actually exists. Otherwise if it were optional, people would forget it and then when they reach an advanced level that requires it, they forget it exists and get stuck.
What happened though is that people forget about this key anyway, and I had to include so many hints in advanced levels that tell you to press down, that I might as well have just removed a lot of stuff from the early levels. I should have done more playtesting on people before the game came out to understand it. I did some, but not enough.
Hello! Thank you for playing our game. If you havent allready. the more complex puzzles are more near the bottom of the screen (in the island select screen) Glad you enjoyed!! :)
I did managed to open the door by using the correct key :P but I can't honestly say this game is any fun for me. A game like this needs much better writing.
Thank you for your review! )