I like it, it's a bit simple but still good. One thing that is missing from the instruction is that you can't allow any car to run of the screen. But letting it fall landing on the roof is apparently okey(?).
I like it, but we need instructions. Some way of confirming your moves would be nice too as it's a bit to easy to click the wrong place witch means your men will waste their turn.
The first game was better, this game takes more time to get into since the interface is a bit harder to read.
Personally I don't feel you get a good enough visualisation on how strong your castle is. It would be better if the castle stayed the same but with signes of damage or improvements.
Alternatively the hit points could be oriented around defences with walls, moats, fences, towers and so on.
This would be more fun if the game had been about moving a random object from A to B.
The problem as it stand now is that the player have certain expectations on how a BMX bike is supposed to behave, and this game have the BMX bouncing all over the place in a really strange way.
I feel some of the levels are a bit too random. With all the pieces involved I can't stop thinking that the game is assuming I will solve the level in a more complex way. Most of the levels can be done with just a few clicks if you avoid all the other stuff.
The sponsor is very annoying. Especially since it's too easy to accidentally click it during the later levels when you are clicking fast.
Another thing is that the game mechanics are a bit faulty. In stead of just speed you should be scored by the accuracy as well. I don't work in the post office, but isn't the stamp supposed to be partially on the stamp and partly on the envelope? The point is that there is ink both the stamp and the envelope, if you are only stamping the stamp then the receiver can just peel of the stamp and use it again without anyone noticing.
Hmm, loose the construction worker. No construction worker would be on the building during a demolition and as long as the physics are the way it is the worker just messes things up. Apparently touching the ground will kill him no matter how high he falls from, but he can safely fall from as high as he want to as long as he lands face down on steel :-/
This wasn't much fun.
I had kind of hoped that the level editor would be some kind of neat level generator that randomly created solvable mazes, but that it was not.
The mazes needs to be a lot harder and with a more rewarding finish than this.
Just finished this game. This game is nothing like the description. It's actually kind of hard and it is in fact a “pixel hunting” game.
The solution lies in finding and clicking on a very small location that does not even look like the thing it's supposed to be.
It's a simple game once you have played it through once, but before that it's kind of hard.
The logic is flawless once you have found it though.
It's a good little game, but I miss some way to make a guess on the physics involved.
Right now I just have to guess and test to find out how much force the different objects have, what direction they will send the ball and how close the ball needs to be before the object starts to interact with the ball.
Nice escape game. What I'm missing is a bit more details.
I find these games to be a bit hard to navigate as it's not always clear where to click to do certain actions. Like looking under the tables, it's often hard to find out if I'm unable to do that because the game does not require me to do so or if it is because I have not found the correct sweet spot that will allow me to look under the table.
It would also be nice with a description of the things you find and picks up (it's sometimes hard to see what they are, is it a pin, a nail or a joystick?).
I'd also like to know how large my bar tab is so that I know how much more loose change I need to find to be able to pay of my dept.
I like the weapon animations (although they could do with some polish). But the actual killing part is boring, you need to add hit boxes so that the player can choose where to attack, for this game that would mean the difference between a quick execution and a long torture session.
I like the story mode elements. But when that is said this escape game also goes in the same trap as most other escape games does. Some of the puzzles really doesn't make any sense. Without spoiling anything I'm asking, who would hide a key there? How come some panels lights up in the dark? Why can't the soap bar be used in the same way as the liquid body was?
It's a decent game, but the physics are kind of strange with some blocks seeming to have more mass in the middle and therefore does not fall over as easily as one might think.
I like this, but it should start a bit easier.
In the beginning Dave should have less movable joints. I'd also like if there where some markings on the wall to show what parts you need to touch to clear the level.