Inventory has glitched. It's showing me the second page of inventory, but won't switch back to first page and the mouseovers are the first page items.
Your hit boxes are way too small, especially for the magnifying glass pointer, with which it is unclear where the active point is. Plugging in the plug, for instance, took me a minute of creeping along until the word 'plug' showed up, then trying to click without moving the slightest bit.
Yet another keyboard game that I need to use the mouse to start, and then doesn't give me time to get my right hand to the keyboard before starting. Honestly, do you guys not play your own games?
Sorry, I meant to add: Other than the minor bugs, I thought it was a great game. All the things to work out made sense, and there were none of those annoying, "find the right 3-pixel spot to click" problems.
Same problem as Jesusjr3, above. I have everything for the plant except the seed. Drawers of toolchest remain stuck, even using crowbar. (I'm assuming that's what the crowbar is for.) Also, I saw the glitch where the bottom drawer, if I close it, shows both the open and the closed images. No big deal, there, though. (I also tried the crowbar on the remaining door of the cabinet with four locked doors. I'm waiting for one of these games where there is a locked item but the right answer is just to bash the dang thing.)
Well done (so far). I'm on the second one and I ran into a bug (I think -- maybe it's another puzzle step that I didn't get). I got the key from the hot tub faucet and went to put it in my inventory, and it simply disappeared. I hit pause while I considered what to do, and when I returned, that inventory slot cycled quickly through all the objects. Anyway, I was poking at it, hoping that it was another puzzle and I had to grab the key when it appeared, and I ran out of time.
A good game. Good use of the mega bomb was the only real strategic element, however (and not wasting all the cash it created). Anyway, I liked it enough to play it to the end. I didn't find the primary screen (that scrolled) at all useful -- I found I never watched it. Just expanding the radar screen to that size would have been much better.
I liked this game quite a bit. I agree with the above posters who said that some unique deep-sea creatures would be fun when you get really deep. Also, as another person said, remember what is explored and taken from each map. Possibly the beginner maps have some deep areas that you can't even get to until you've upgraded the ship quite a bit. I don't agree that you need to have creatures that are a hazard to the ship -- or maybe just one deep one on each level guarding an artifact. Please note that I only make suggestions on games that I like -- this one was unique and fun!
This was great! I loved the feel of it, I loved the fact that I wasn't hunting around for some 4-pixel item, which is never the fun part of these. I have liked the whole photographing aspect of all of your puzzles of this type. And I like the extra info about the artifacts. My only complaint would be that the puzzles were too easy and I wished the whole thing were longer. (Also, when I got to the treasure room, I would have gone back to find the 2 eternal flames I missed, but there is no back button at that point. No big deal, though. I plan to try again, trying for the under 10 minutes bonus, too.)
Quite a good start. I agree with the other posters who say that the hit box is too big. Also, the opponents seem to be far too good at shooting my bullets -- I swear there were times when their bullet hit mine, but still brought my shields down, when the bullets collided just as they were hitting my shields.
A few other points:
Let me keep the bombs and use them when I want to, via a keystroke.
It is frustrating that the asteroids stop my bullets but not theirs.
Don't downgrade my weapon. I picked up a plasma weapon but didn't get it because a X2 was right next to it.
In interesting variation of a standard. However, if one single bomb going off is going to end my game, it should be a lot more obvious that they are ticking. Make it flash more or something. Also, don't stop me from moving pieces just because I've made a match somewhere that I didn't intend. It's really annoying when I'm trying to get some pieces over to a bomb that is about to explode. Or how about this? When I'm holding the space bar, no matches are made.
Very nice, smooth steering. Most of these keyboard steering ones are way too jerky -- this was good. However, the game was too easy -- I beat them all first time, and never needed to use nitro. The opponents should have nitro and should use it reasonably intelligently. Also, nitro is not N2O, it is CH3NO2, or nitromethane (check Wikipedia). N2O is nitrous oxide, a.k.a. laughing gas, and won't make a car go faster.
I liked it. All the things you had to do made sense -- there weren't any of those ones where, after you find out, you think "How was I supposed to know to do that?"
Great! All the steps made sense. My only issue was that I knew what to do with the cheese, but I didn't figure out the right spot to drop it. A little more tolerance there would have been good. (There, I tried to say that without giving anything away.)
Nice visuals. I good implementation of what has become a standard. However, it seems to be a fixed time, no matter what you do. I don't really care about "score" just about the game, so I don't feel as if I got any reward for playing well. There should be something that adds to your time, either combos or picking up the special jewels, or whatever. Other than that, a nice game.
So I made an Mochi games account, but I'm still stuck on the "You need an account to go further" screen. I click login there, and I get a new browser tab that says I'm already logged in. It seems stuck.
A couple of things:
How is this different from other games like this? The ambulance is a new idea, I think, that once you're over that, it is just like a lot of others, but with less variety. There are now powerups or upgrades available, no turbo or nitro boost, etc. Lots of similar games have those.
Second, I am always annoyed by keyboard-only games which then make you reach for the mouse to start a level, reset, and/or go to the next level. Especially with yours, you do not give a 3-2-1 countdown (or something) to start, so if I want to use my right hand on the controls, I have to reach across and click the mouse with my left hand or else I'm already behind in the game when it starts. I would recommend both offering keyboard ability to start a level, AND have some sort of lead-in once you are in the level but before you are able to start moving. (A message like "Pick up patient at 4th and Vine!" for 2-3 seconds would work.)
The artwork was good and the things to figure out mostly made sense, but the navigation was awful. If I click forward, then back, I should be where I started. There are places that you go forward, then forward again to get back to that point. One spot where you have to go forward, and then back to get to a new spot that is otherwise inaccessible. Basically, don't turn me around unless I click a side one, or unless there is a very clear clue that you did it and why.