I was going to make the same suggestion as apocky. Hold the space bar (or shift, if it's easier) to grab and manipulate, and release it to release. This would be far more intuitive.
Hi. A different mode you might add to these games, which would arguably be more educational, would be to have all the correct answers on tiles on the side, and the user has to drag the tiles to the right location. For easy mode, you could have an indicator that shows when the player getting warmer. I think one is more likely to learn that way, then just by staring at an empty box with no clue what to enter.
A little too easy, especially once you figure out that N colors can only be done in N-1 clicks if you eliminate a color and connect all of another color every turn. You should have some boards that need more than 1 "wasted" move, that is, a move that doesn't completely eliminate a color. Ideally, I should have to plan on the first click how to pick up islands that I won't get until the 4th click (which means a board that takes 7 clicks to collect 5 colors).
Instructions say to use arrow keys, but the only control is mouse click. I went through several levels, waiting for it to get interesting. It never did.
It's really annoying when a keyboard game makes me reach for the mouse to 'restart.' Why not just allow spacebar or enter to restart? Also, the left-right controls when bouncing on clouds are goofy -- they represent acceleration, not direction? feels wonky.
Ahh... You are right, I forgot to add that logic to restart with space or enter keys. Thanks for suggestion, I'll add that in new version.
What about jump logic, I did so specially. I thought it was more addictive to play and little bit hard, without it I think it'll be very easy to win. But now after players response, I think to make it less accelerated and make all other games little bit easier too.
Yet another one!!! It's a keyboard game, let me 'restart' and 'next level' from the keyboard! Don't make me reach for the mouse unless there's really something I would want to do with the mouse. Also, it's annoying that some rocks are obstacles, and some are just background, and it isn't obvious which is which.
This is a sick little game. :-) 4/5!
I'd like to see more variety. For instance, some things you knock down give extra time, creatures (and black planes) come in waves, with a special ability to bring down all black planes at once.
938 is my top score, in 4 or 5 tries.
Rate doesn't mean the same as level, which is the word you want there. (Growth RATE would be levels per minute or per hour.) Anyway, you've got a good start. The movement is ok, the upgrades are fine if a little bland. Now you need some more interesting monsters with different behaviors and quite a bit more difficulty. I suggest: 1. a big, slow monster with an incredibly powerful bite. You have to attack it from behind and then run when it turns around. 1. Fast little monsters that do that to you (attack from behind, then run). 3. Exploding monsters. Once you have done enough damage, they swell up and pop. You want to be out of there when they pop because it is a damaging acid. 4. etc.
A nice implementation of an old idea. My biggest issues are that it is too easy, and the colors are a problem. It should be more clear which cells are mine. Also, it wasn't clear to me what were the effects of the different types of cells. Here's something interesting that I haven't seen in this type: some added tools that are represented as syringes off to the side. Different tools would improve different aspects of the viruses in the cells that you inject.
OK. The long useless delay while it applies experience points to my character level has become too annoying, now that I'm into levels where I die occasionally. And it locks up the whole browser!?! WTH are you doing during that time.
The pause after a level, where it applies experience to the character level bar -- that's slow and boring! Why is it there? And why can't I click past it? Otherwise, a good game.
I guess a few of the later ones can be done in fewer moves than you require for 3 stars. It took me a while, however, to figure out how you did the last level in only 16. It was satisfying, though, once I got it. Good game, and I disagree about the speed levels. None of them are ridiculously hard. Mostly they require you to figure out the trick to make them easier. 4/5
I want to switch Bob to decaf on a couple of levels. :)
It was fun, but it went from being a logic game to being a fussy mouse control game. A little of that is ok, but the last two were a little too much. You might add some other moving things, like balls that I could release to trigger buttons, that sort of thing. A good start, though.
Ahh... You are right, I forgot to add that logic to restart with space or enter keys. Thanks for suggestion, I'll add that in new version. What about jump logic, I did so specially. I thought it was more addictive to play and little bit hard, without it I think it'll be very easy to win. But now after players response, I think to make it less accelerated and make all other games little bit easier too.