This is a really good game. The antimatter shield is over-powered, even though General was balanced for it. Consider making less shots and have the antimater run off the same resource the static shield does. Pump up the recharge value for it and you can make it more about management and less about waiting for an opening. Again, nice stuff!
No instructions, instant loss when moving the mouse, music gets repetitive, and you misspelled "loser", which even on purpose it doesn't help. Even after all this, the game is too hard and not enough fun. Sorry, keep trying!
Neat framework for minigames. Music, while not techno (thank god) wasn't always appropriate. The cutting location on knife was a mystery for a bit, change to shears or wire cutters with place WELL MARKED (same problem plagues Dark Cut game). Not the most polished game from JMTB02 but still pretty good!
Needs more cow-bell. Where are the power-ups? The variation in spikes? Things that smash instead of impale? If this is the second version, then update the design too.
The difficulty doesn't really scale up here, specially since it is only 3-4 moves per puzzle. Presentation-wise, it's pretty good. Maybe just revamp the puzzles or consider adding another wrinkle in the form of another mechanic.
I liked the arrow key function, it made avoidance pretty simple for those blocks controlled by arrows. Addition help might be good, like the buddy shooter from Luminare or some kind of chain reaction when the particles hit other blocks. Finally, a more forgiving player reticle would help too. Fun and simple, nice stuff!
I'm usually a fan of the jmtb02 games, but this one is fairly simplistic and doesn't quite have the hook the other ones do. Music needs a mute button, yes, but also consider your choice of music here: this is a kiddie kind of game that would be better served with more appropriate music. Rebrand with fairy tale images, use fairy tale music, and you'll have better responses, I think.
This version looks a lot better and the exploding blocks means having to use more of the screen (which is good). The stationary orbs don't add too much and could be dropped or changed (maybe they speed up the orbs? upgrade them? lengthen the tail?) Also, techno is dead (even more so when repeated) and you have no other sound effects; weakens the overall presentation. Good stuff, however.
The cursor turned to 'hand' and then didn't activate the bombs for 80% of the game. Bad controls really hurt what might have been a good start of a game.
Interesting but not exactly game-like. Forcing the player to do some other activity to distract them and THEN come back to the word/color would help a bit, i think
Pretty good, here's a few things: soundtrack gets annoying...change it as you rotate the screen. Also, a landscape background would make the rotations more disorientating (as it would be vertical, then upside down). And rotating one at a time (maybe i didn't get that far?) would be interesting as well. Keyboard is significantly different from mouse (it slides a bit more on that side). Finally, maybe a 'life' counter that gives multiple chances, since a single mistake is easy to make. Fine start!
When spinning the world, realize how easy it is to get lost so put in more landmarks. Also, use the spinning gimmick sparingly. The music is a bit repetitive, 1st level music is insane. Interesting concept, but not enough to carry it for the full game.