Scores are all screwed up. I think about half (or more for some people, judging by the high-score table) of our points come from 'ghost' long notes that are continuously giving points. The notes often don't make sense with the music; why are guitar solos depicted by many presses of the same button? 2/5 for being a bad game, like almost all flash rhythm games.
Hm, I got to a day where everything freezes up and I'm eventually left with an exclamation point notifying me that the game has crashed. Tried it three times, happened shortly after starting the day each time. I was 1700 dollars in debt, but I'm not sure if that is a problem, and cbf to sell my shelves to find out. Pretty fun game, but whatever's happening is a definite game-ender.
The game was pretty interesting, and definitely a new sort of experience for me. However, reading the notes was actually more fun than the game itself, I think, unless at that point I was just in a happier state from finishing the game.
I ended up getting tunnels to speed up, and just did big jumps over and over to get my multiplier up for the hard badge. I probably only went through 5-6 gates on the run, but I was getting 3-4 stars every jump, which seemed to boost my multiplier or something. Not sure what happened, really, but it worked.
As Dugong says before me, the levels are completely linear. You even put in arrows to show the player where to go, instead of them puzzling it out for themselves.
I'm so pissed off at this right now. I didn't know the player could jump farther by holding space. I did levels 1-48 with only minimum-tap jumps, and then spent an inordinate amount of time trying to do 49 the same, which required frame perfect little jumps, which pissed me the hell off. Finally tried holding spacebar to jump farther, and look! It works! Mentioning that in instructions below the game, or something, would be nice 'cause damn that ruined any fun experience I might have brought away from this game.
(continued) 2. Hard/possible?: unfortunately many combos are still broken by low, close platforms that are impossible to get perfect jumps on. Stopping this would require putting limits on the platform-randomizer, and as a gamer (not a programmer) I don't know how hard that may be. Also, both deaths & # of achievements unlocked should send to Kongregate's High Scores, just as neat statistics. Anyway, with this update Epic Coaster has definitely earned a 5/5, even if it can still be improved a little more! :)
Thanks for listening to players' requests and updating so quickly! Game's almost perfect now. Two things still come to mind. 1. Easy: the 'View Scores' sign should become inactive after the coaster starts. Sometimes when messing around the player may click this, bringing up the scores which they then have to get rid of before the lead platform ends. Though this isn't a big issue with concern to playability, it is definitely a flaw that brings down the professionalism of the game (if ever so slightly).
1211063 high score, 13427 meters, 77/80 achievements. Killed myself twenty times or so to get 'Dedicated'. Those distance achievements seem out of scope with the rest of the achievements; 5 minutes for 'out of control' comes at about 12k meters, and 'Going the Distance' must be 20k+? That means it must be a 7-8 minute flawless ride? gah. I'm done for now, but I'll probably come back to get those distance achievements later!
Perfect jump combos are canceled if the player double-taps or triple-taps a platform. Combos should only change when a new platform is reached, instead of when the coaster lands. If a player can keep their rhythm of double-tapping every platform and still landing on the tips of each new platform, shouldn't they be rewarded for that? Instead the player is forced to do less than they can in order to keep their combo going (because it is worth more points after a while). In the same vein, I think that double-taps and triple taps should be worth more than the previous ones. For example, magic sparkles platform should give something like ~1k, ~1.5k, ~2k instead of just 1k 1k 1k. Again, this is because players should be rewarded for doing something 'harder.' Lastly, the player should be able to restart by pressing space/arrow key/clicking anywhere instead of having to click 'play again.'