Decent at the start, gets a lot more interesting later. I'd say too slow to start on the whole, if it hadn't been badged I would have gotten bored with the simplistic early levels and quit before it got interesting.
In several levels (parts of 2 and 5, so far), the blocks are all black. Occasionally, the game will flicker the actual details of the level, but it's otherwise unplayable.
This is the vaguest germ of a good idea. If it had actual controls (I'm not asking for much, just the ability to move left and right as well as jump), the physics and zany multipliers could make it fun. As it stands, it's just a dice-roll.
Oddly enough, the dealbreaker for me is the 5-second countdown. It completely breaks any sense of flow by stopping me cold every time I screw up. And a game like this is going to be full of such screwups.
File the max button on the Gaussian Converter and Black Market under "Things I never knew I wanted until I had them." Nice little addition that markedly improves the experience.
I like 90% of this game, but the later winter games levels are highly frustrating to me, because the ridges blend in with the road. Thus, I can often not see an upcoming ridge until I've already walked over it, missed the next ridge, and fallen off the road. This reduces those levels to memorization exercises. A bit more contrast so I could see the road ahead a bit better would make a world of difference.
I just realized why the game's progression is so terrible. There is actually one, and only one, way to get a decent amount of money in the game: give real cash to the developers. Right now, my level is in the low 20s, so the timed rares items are about $12k-$16k. That would take dozens of levels to raise, or I could give the developers $6-$8 in real world US currency to get any reasonable degree of progress in a single-player game. This is even leaving aside the fact that said item will be useless a short time later.
A lot of the problem would be softened if the player got (some) experience and drops even if they fail the level. By denying the player experience, you just waste their time. 2/5 until progression is rebalanced to be at all tolerable.
When the sell value (not the buy value, but the sell value) of a Poor-quality piece of vendor trash dropped during the level is greater than the actual level reward, the game's economy is just too lopsided. I like the gameplay, but the progression is so stiflingly slow that it taints everything else.
Controls are too loose and floaty to feel really in control. It's way too easy to dash into an open pit, which is a problem the computer does not have.
Gotta say, not a fan of the new UI, mostly due to the fact that the price is no longer always visible. The scrolling buttons are amusing, but get in the way of usability. Can't judge the new content yet, but I like the upgrades that cut the price of future purchases.
Was teetering between 2/5 and 3/5, till the final boss. Which is just a giant damage sponge that walked through my defenses (I had a trap in every single spot) and killed me with 1/3 of its health remaining. Yeah, 2/5.
This is so strange. This black level bug appeared just today. Could you please tell me which browser do you use?