Not bad. Needs some way to put spin in the ball. But, of course, that's a lot more physics for you to calculate. It doesn't give ball in hand after a scratch, which is a game-breaker once you try to do multi-player.
Boring. Just spam J. Also, I can't stand keyboard-only games which make you use the mouse to start a level. Worse still, I really hate the ones that don't give you a second to get back to your keyboard before actually starting. 1/5
not bad. You might as well auto-fire, because there isn't any reason to stop that I see. The bosses are too easy and all the same. They need personality -- different modes of attack.
Eerily beautiful, but I can't say that I loved the ending. Maybe Brainrazer's comment raised my expectations too high. But a good game. I would have enjoyed playing it longer.
Very nice. I especially liked the applying the jumpers -- At first glance it looked like a ton of trial and error, but on second look I see it was possible to figure out. Everything made sense and was hinted at adequately. One nit: Since adding two temperatures renders them meaningless (the sum no longer has any units that make any sense), it only makes sense to convert both numbers to Fahrenheit before adding them together. But that's a very small nit in a really good escape game. Thanks! 5/5
I read the catalog, but nothing I do affects the wires. Spoiler above says just to click on them, but nothing happens. Now I've put phone on cabinet, picked up battery, and can't do anything, not even put battery back in inventory. Game is glitched. I quit.
It's a little annoying to have to unscrew 4 screws and 4 bolts each one at a time. If we got one, we obviously know how to do the others -- just do all 4. The place to put the plate was not clear. I tried to put the burger on the plate in my inventory, which should also have worked. A few things, like numbers on the clock, needed bigger hit boxes, but otherwise a decent escape game. 3/5
Too much clickfest. Too many things you have to drop on other things without the slightest hint that is what you need to do. Also, hit boxes for things in your inventory are too small -- picking up a key is a pain in the neck!
I recognized semaphore code right away, but it didn't help. Eventually giving up and watching the walkthrough, there were too many WTF moments, where I don't see how you expected us to get that. 2/5
Showing no kills, but it did give me level ups (not until after the 3rd wave, though). I'm not sure what is wrong, but level I'm on level 7, I think. I got a lot of monsters, then nothing. It's been 2 and 1/2 minutes since I started timing, and it was about a minute already when I started. It did this last level, too, but it was only about long enough that I was thinking it might be bugged when it finally gave me one more and then finished the wave, so probably 30 seconds. It's up to 3 minutes now (since I started timing). I guess it's stuck. (I can still pan and shoot. Just no monsters coming.) Otherwise, I liked the game quite a bit. The controls had a nice feel to them. I wanted hotkeys to choose the arrows -- maybe they are there, but 12345, which are what I expected, didn't do it.
Ok. The implementation of the flashlight is well done and interesting. I'm not sure that I want it being a shooter, though; there are too many of those. Make the zombies as fast as the player (and dangerous, obviously), but add switches and keys for doors, and maybe limited-use zombie repellant which you can pick up. Also have pits that the player can go around but the zombies will walk into and die, electrifyable floor panels that stun the zombies (but kill the player), and you could get a nice, creepy-feeling puzzle/action game. Different monsters personalities would be good too: Fast but completely mindless, slower but will try to move around walls, etc.
Nice puzzle. I've had several levels where I've said, "ok, I'm stumped here .... waaaaaait a minute, what about ...." I agree about the UI, arrows and WASD support would be great, plus space or something for undo, and R for reset. I'm currently stuck on level 12, and it's making me crazy. :-) (but it's a good hurt.)