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Long, long intro is trying to build tension, but goes so...slowly. After that I finally get command of a character...after mom spends a long time walking away. Is the stove on fire? It looks like it's on fire. I could continue, but so far the pace has been aggravatingly slow; not a good introduction. If I had to repeat any of it after, say, dying? Ugh.
Control issues: Mostly has to do with moving up and down. Could use a lot more precision in that; Up is just a jump forward and an agonizingly slow reset back, and is very rarely worth doing. Having reverse thrusters to get your ship back towards the bottom of the screen would be extremely helpful. However, another issue is that when I'm moving left and firing, up does not actually function. It works with right + firing + up, but not left.
Thanks. Movement down is added. But I do not know what the problem with firing and moving left, I have it working correctly. Which browser are you using?
The biggest weakness in this game is how slow upgrades come. I'm on the end of Oasis City, and I doubt I'll get all the upgrades in the game if I continue to the end. Upgrades help the player feel a sense of progression.
Thanks for the feedback. Did you check out the updated version of the game (1.1)? I rebalanced the upgrade mechanics and all the levels. Should be better now.
Constructive criticism. Let's see.
Making you get sent back to the very start when caught gets annoying fast. Checkpoints would be good, even if only when you get into the building.
A/D is okay,, but honestly space would be better than C. Or S. Also making the arrow keys function the same way would be nice.
Art style and such is interesting, but gameplay is pretty simple. Would prefer that it be built on.
Good luck!
Victory condition flag gets set when you expand the grid anywhere, but it then asks you to restart. Restarting doesn't reset the victory flag and it immediately five-stars you with another win.
If you miss the island with the bubbles and just jump into the big red critter, the game becomes unwinnable as it doesn't advance.
Very short, could use better spelling (gravital / gravitational), cute and could become something bigger. Keep at it!
Has some charm but it needs polish. Some kind of controls rundown, for example. Refinement of the jetpack / jump ability - the first time I jumped, I went WAY higher than I was able to see. Give me maneuvering thrusters! Otherwise any jumping-based puzzle is no more than a crapshoot. I figured out I had to reload manually, but some might just get frustrated. There may be other features in the game that I don't know of because they're simply not communicated to me at any point. I don't think you need a tutorial, just some kind of screen mentioning that E is interact, for example.
Slows down a bit too much on qubits - and since qubit upgrades aren't permanent but the expenditure of qubits is, it's tough to tell how many qubits you'll have after buying all the upgrades you already have. In fact, it's possible to - with a poorly-timed reboot - completely cripple your progress by winding up with fewer qubits than you had in previous runs.
Hmm. Why'd I kill that ghost anyway? I could have escaped earlier, if I'm right. Or did killing it remove a barrier I didn't see?
Speaking of killing it, the hardest part was that, if I fired while climbing, I would no longer be able to climb higher and it would probably catch me. Aggravating.
Thanks for the feedback! It has been updated to account for that.