Huh. You know, maybe I've just played way, WAY too many of those blasted "move with the directionals and shoot with the mouse" games, but this one feels like it's controlling a lot better than the graphics originally made me think it would. This one may actually deserve a full play through.
Yet another sports game ruined by the fact that you obviously didn't give enough of a crap to try playing it for yourself. If ever I lost a hole, it was because the bloody thing refused to let me shoot at the angle I needed or forced me to put up a hill larger than even a power shot would allow. Screw that.
If a piece of crap took a crap, and then that piece of crap took a crap, and then that piece of crap took a crap, and then that piece of crap made a video game, it still would not be as bad as the utter turd of a game you have produced here. This game is UN-BLOODY-PLAYABLE!!! I wish I could give you a 0/5.
You're trolling us with this game, aren't you. There's difficult, and then there's just plain trolling. Difficult is four giant boulders rolling around on a set path. Trolling is boulders programmed to follow the player's every move. You, sir, are a soulless piece of ****.
The impossible badge should have been "complete the game without once yelling that the developers should go eff themselves." This is a wonderful example of everything that can go wrong when developers A) Expect Super Meat Boy levels of difficulty, B) employ a clunky, frequently unresponsive control scheme to navigate it, and C) don't bother to tell the player jack crap beyond what buttons do what. Seriously, I lost track of how many times something killed me and I said "Oh, well that would have been helpful to know."
Musaic Box: The game so awful that even the Kongregate staffers said "Screw it. No way I'm going back to fix that." Seriously, 90% of the game is padding -- going around looking for puzzle pieces with a ridiculously anal search tool to compensate for the fact that the puzzles are either ridiculously easy or cheap. Of all the Nao games, this is the worst. At least "Take A Walk" was decent enough to be short while being boring.
"Hey, I've got an idea. I'll make a video game centered around the most mundane activity imaginable, and I'll deliberately make it even more boring the mundane activity around which its based." Nnngh! You know, there are a lot of game developers that try to use the "art house" label to compensate for the fact that they suck, but this one has got to be the worst offender of them all.
I haven't tried the fix yet, but I appreciate that you at least attempted to address it. As for the game itself, this was a pleasant surprise. Distance games are way overdone; I was not looking forward to another. But this one differs greatly from the rest, and in all the right ways. Most involve nothing more than bouncing your target + discourage speed by having everything move too fast to react. Having "Happiness" be the health and having it generated by speed and air time does the reverse. The gameplay is solid, the voice acting and music are brilliant, it all works together perfectly. The only real gripe I have left is over the set number of levels, which limits its potential for replayability and competitive play, and discouraged the approach with with which I'd been having a blast up until then. So it's not a 5/5 game, but if anyone ever asks me to help sort through all the distance games and single out the good ones, this is the first one I'll recommend.
Awesome, thanks for your feedback. I completely agree that the game becomes a little long/repetitive/stale after a while, and what currently passes itself as the game's metagame doesn't really do too much to help. (In fact, it mostly just makes the first few games frustrating because the controls are really sluggish until you upgrade Drop Speed). One of the things we're doing with the sequel is breaking everything out into shorter levels, each of which has their own obstacles and terrain to deal with. That, on top of a multiplayer race mode and a richer metagame, plus more awesome art and audio, should definitely help patch up some of this game's weak points. Thanks again for playing!
Would be nice if this game actually saved your progress in between plays. Games like these were not meant to be played by sane people in one sitting. That is a serious liability for what would otherwise have been a cute way to kill time.
I have found the bug that was causing data to be lost. You can recover your old upgrades and crystals with these instructions: http://fexlabs.com/DH1/DH1upgrades.html
This is our fault, and we're very sorry we didn't catch the bug sooner. It won't happen again!
It's certainly an addictive game, but it suffers from the same flaws of all chance / card games; it ultimately boils down more to luck than skill. Which, given that you need to score high multiple times in a row to beat a level, makes this game feel more like a drawn-out chore than a game.
The only redeeming quality of this game is the funny sound the geeks make when they talk. Which, unfortunately, also ties in with my biggest pet peeve: Gamers deliberately poking fun of the people commenting on their games in advance. You know what it tells me when developers do that? It tells me that they KNOW their game is crap but couldn't give a crap less.
I'm finding it hard to believe somebody looked at this game for more than thirty seconds and mistook it for being a finished product. This game truly is proof that Kongregate will slap a badge on anything.
Kind of feels like it was cut-and-pasted over (or at least heavily inspired by) another game, but beyond that, this was a surprisingly fun puzzle game.
Clever at parts, just plain stupid at others. The pirate song, for example, was the worst; the riddle only contains a partial solution with the rest being entirely up to trial and error. It also got irritating having to look around for objects BEFORE you could solve puzzles with them. The game is ultimately tolerable, but still not really worth all the work the art department obviously put into it. 3/5, I'd say.
:) Regarding the snails, look for the first letters of the names - then at the snails' shells... Also, boys are blue, while girls are obviously pink ;)
Everyone, don't bother with this game. First, it's glitchy as all hell and you'll be lucky if you can even tell what the hell is going on half the time. Second, and more importantly, it's pay-2-win. Only five ships are available without paying and they all suck, which pretty well guarantees that the "similarly ranked" players it pairs you up against who bought their ships are going to roll right over you. This is utter crap in every sense of the word and you should avoid it like the plague.
I recommend playing as the Clanknor. In practice, you'll be paired with retarded A.I. that only knows to go in a straight line, and in co-op, you won't know what the eff is going on with the other players due to those migraine-inducing glitches, so either way, you'll feel very much on your own. Fortunately, the Clanknor's turret can detach, giving you a means of flanking and double-teaming the guard turrets to take out the energy emitters.
Every single versus game I have played ended the exact same way: With one team getting sick of the seizure-inducing graphical glitches and voting to surrender. This game is unplayable. I repeat, UN-BLOODY-PLAYABLE.
In single player, your team AI is brain-dead and only useful to the point where you reach the core, where they swarm around it like moths on a lamppost leaving you to deal with the turrets solo. And online versus is unplayable glitch-ridden mess. So your options are a game that is near-unplayable, or COMPLETELY unplayable. Bravo.
I can't give this game enough 1/5 ratings. There is no way that ANYONE played this game for more than five seconds and said "Sure, this meets our standards." Screw you Armor Games for daring to slap your logo on this beta-version B.S., and screw Kongregate for letting you get away with it.
Awesome, thanks for your feedback. I completely agree that the game becomes a little long/repetitive/stale after a while, and what currently passes itself as the game's metagame doesn't really do too much to help. (In fact, it mostly just makes the first few games frustrating because the controls are really sluggish until you upgrade Drop Speed). One of the things we're doing with the sequel is breaking everything out into shorter levels, each of which has their own obstacles and terrain to deal with. That, on top of a multiplayer race mode and a richer metagame, plus more awesome art and audio, should definitely help patch up some of this game's weak points. Thanks again for playing!