Love your games, this one is no exception. My only comment on this one was that it should auto-check (make white background) the ones you have finished on each row without requiring all the boxes in a row to be filled. Manually doing it all the time gets kinda annoying. Keep up the great games.
Great concept, great game. Really like the "being in danger = infinite bullet time/dash". Yea the default controls could be better (or bindable) but otherwise, wow, super fun game and decent level design. 4/5 imo.
Amazing game, I do think the default sensitivity is way too low and can make the game a lot harder than it is if you don't change it. Really nice restart from the previous 100 to remove the frustration factor. 5/5.
Loved the game almost as much as the first one, 3d backgrounds and characters look amazing. My only negative point is the lack of any enemies, the first one even had a fulfilling final boss fight that's missing from this one. Still a 5/5 game through atmosphere and level design alone, can't wait for #3.
A lot like doodle god, except with zombies. The game starts getting kinda repetitive mid way through when you have basically limitless RP and you have to get some of the harder advanced reactions. Good game otherwise.
Great game, good mix of challenge and fun. For challenge 6 it's all about starting strong & ignoring health by blowing up one of the big orbs in the first 5 seconds, just pause->quit->restart if you don't have at least 3 small balls spawned in the first 5 seconds. Took me maybe 5 or 6 restarts.
Nice game, but a clone of a few others on this site. Also some levels were repetitive as inverting/modifying controls didn't change the game enough to make a large difference in play.
Amazing game 5/5, this is like sonic + mario for flash. Every Unity platformer game will be measured against this one. Great gravity usage and nice level design (some were short, but this is a 'preview'). Maybe add a light/dark world element to spice up later levels, along with tons more energy nulls & beams. Can't wait for more from you guys!
Really great game, good use of the unity engine too. My only complaint is the hard badge should explain that using hints reduces your stars & that doing a level using few than par balls gives an extra star (which is required to get the badge).
Item: +100% Hit
Go to fight: Hard: 2%, Normal 4%, Light, 55% to hit
Somebody needs to go back to school and learn about percentages...
I would understand if an item has something like 100 hit rating or whatever, but convert that to an actual percentage so we can decide on what items to use. Really frustrating when you get to the end and you have to grind just to be able to hit enemies.
I am. Slowly. Ever so slowly. Thanks for the support :)