I love these games! Thanks! Are you interested in typos? I forget where, but very early in the game, the word GREATEST is missing it's final T. (I think it was when you meed Cough.) When you enter the port it says "any witness" instead of than "any witnesses." Again, I forget where, but at one point someone mentions the "police corp" which should be "police corps." None of these detracted from the game, at all, but I thought you might like the free QA. :-)
For the scrollbar problem, make the elements inside the iframe be only 99% of the size. When you go all the way to 100%, Floating point arithmetic might make it just a smidge over 100%, so it adds scroll bars. As soon as it add them, it has shrunk the available window size, so it needs them. I liked the game, and would be willing to play some more. Thanks.
Thank you for the advice! I will try to implement it ASAP. :) I'm glad that you enjoyed the game – I'm considering making another similar puzzle game (which will hopefully be more refined)!
Qix without the sprites. I like that it rewards patience, but too much. Also, #4 is too easy to beat because he chases you. You just make a nice small trap and lure him in.
A decent start, but too easy and too much repetition. I never went below half, so I got bored and started doing flips and such. You need some obstacles such as traps you can't get out of. Then allow a way out for 1/4 a tank or some such.
Simple and fun, but too easy. It should start a little easier than it is, and gradually get harder. Add another size of ball and another color every 40ish balls, with some being very occasional. RebelOConner is crazy, as it is, there are aren't too many different balls. I intentionally played poorly for a while to build up almost to the top, and then was able to get it down to where I could hit the bottom with a dropped ball.
Continuing earlier post ...
Third, the waves were very different. Early on, they were almost all a single monster, but the later ones would still have a focus, but add the others in order to prevent a single strategy from working too easily. Finally, there was a highly leveraged balance between dying and gaining lives by rescuing family members for points. If you could run levels 21-40 with fewer deaths than you gained, you could play forever. (This was a down side w.r.t. it pulling in quarters, but only a few of us were ever that good.)
Since you said that Robotron was your inspiration, let me say why I thought that game was awesome. One thing I've never seen in games here of this sort: it was in waves, where all the monsters for a wave would be there at the beginning, so there was a really good variation of intensity. A wave was super intense at the beginning, but then, once you had killed a manageable number of monsters, there was a calm period while you mopped up and rescued the remaining family members. Second, the different monsters were very different, with different behaviors. (You've done well, here.)
What am I doing wrong? I am usually decent at these sorts of games, but I have just played for 15 minutes and my top score is still 13. I've tried the obvious, mostly focusing on the kid but being opportunistic with good weapons; I've tried picking the urchins up as fast as I can, and mostly dodging; and I've tried waiting whenever I have a good weapon and trying to clear out the monsters. They respawn too quickly for that to be effective. Am I missing something obvious? Upgrades or something that I didn't find? I may be old, but I'm not getting THAT old, yet. (I was an expert at Robotron, back in the day.)
I'm at the map and it shows 19 and 24 unfinished, because I used the extra double hit on those, so I go into 19 and solve it and it pushes me to 20. It's annoying that I have to wait for the animation to have the 'return to map' button, but not too bad. But now 20 is shown as unsolved, I assume because I left it.
What's the point of making us hold the button. It's not like you ever want to stop. Also, let us restart at one level before the last on we died on, at least. The first few levels are too boring after I've done them a few times.
It won't pick up the key. I see it, click, double-click, drag select, try everything. It would pick it up, and it won't let me out the door because I can't find my keys.
Not bad, but too much of a pixel hunt to find the place to use the key. It was too close to other stuff and I wouldn't have found it without the walkthrough.
The full second we have to wait for every new scene becomes annoying, especially since I can see the scene there, but greyed out. Is it just a delay for mood? It's annoying.
A fun and original game. I played the version from a few weeks ago and got too frustrated that they wouldn't land sometimes. I see you tweaked it for the better. My biggest question is why the final level is so much easier than the two or three before it? They were progressing nicely in difficulty and I was prepared for a huge challenge on the last one, but was disappointed because I beat it in one try. Otherwise, a great, original game.
Does something more happen? I saw someone mention combos, so I tried to save lemons until I had several of them, but they were still all worth the same. Is there something to do other than just drag the food to him?
Why does the scroll bar on the quests page go the wrong way? And why didn't you just tighten them up a tiny bit so you didn't need a scroll bar in the first place?
Thank you a lot, the free QA is very appreciated! I'll add these fixes soon enough!