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i completed this game without problems :P stop saying controls suck if you don't know how to use the keyboard.. anyway 4/5 levels not so challenging :P
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The achievement system is very strange. Every one popped up as I got them, but in the end I only have "Complete 5 consecutive levels" marked. Even the 3 levels one was missed...
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Controls suck. Puzzles... annoying but not challenging. Artwork decent, for what looks like a Stencyl game. Backgrounds a bit plain by comparison to fore. Overall, needs work.
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The "Win 5 Consecutive Stages" award doesn't work (here or on BubbleBox). And for those who are wondering--no, the bonus stages are NOT worth the bother of playing with the sloppy physics again.
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The only real issue that I have with this game is the exploding blocks. A lot of the time they just explode the moment you touch them, which means that I have to restart over and over again to get past these levels where you have to use them to get to a higher point. Making them a little more consistent on when they explode would really fix this game a lot.
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My gripes in order of annoyance:
1. Hitting the ground hard. Seriously, this is crap. It doesn't even add difficulty when jumping down onto exploding blocks. They don't blow until you move after touching them.
2. Exploding Blocks: Why does the screen freeze for a millisecond each time a block explodes? Was that programmed in, or is that little effect so resource hungry that it makes a decent computer pause for a little puff of purple smoke? Bad idea.
3. Buggy, bad controls: All I'm going to say is there there is no feeling of inertia. The character feels more like he is lurching randomly and unpredictably.
4. Uninspired, repetitive levels: 'Sploding blocks and a couple magnets...
Pretty frustrating to play. The challenge comes not from clever level design, but rather from overcoming the inherent problems of the controls. My first two gripes can be fixed by changing the quality settings, but one shouldn't have to turn off features on a game this simple just to make it playable.
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oh yeah, it would also be nice if that big gigantic mouse pointer went away once you start the level. I spent too much time trying to figure out of that could do something in game.
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Fun game, could have been longer. The boxes are a bit slippery, but the switch is forgiving. A couple of things I noticed; First I could not go back and get the 5 in a row completed, even when starting over. I messed up on the first time though and could not reset. The other thing was that is was not really obvious I would be magnetic on level 14 when I didn't have the key yet. I guess my monocle was enough.
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This isnt' testing my platforming skills -- it's testing your code's ability to do sprite collision detection. I keep sliding off the edges of platforms, or I'll be stuck halfway through a platform at the edge.
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Bad jumping and collision detection make a bad platformer; the breaking blocks have a mind of their own of when the player has stopped touching.
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A well polished game, but as mentioned by others inconsistent physics and control needs to be tweeked. Would have rated as 4* but the very poor level design lets it down. 27 levels are ridiculously easy and 3 frustratingly difficult, requiring pixel perfect jumping and landing and *hoping* that crucial platforms will not spontaneously explode.
Otherwise this has all the right ingredients for a 5* platformer with new levels and a bit of tweeking. Why not add a level builder and allow players to design levels, then keep the best for your game?
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Although easy, this game easily rates a 5/5 for sheer, brazen, out-front farking dementia. Excellently done, Rocanten. Here are your scitzophrenia meds, I think you forgot to take them this morning :) (And yes, the controls and the explosion or not of the blocks is VERY wobbly and inconsistent. Then again as it's not that hard, and twisted as all get out, why shouldn't the controls be bloody loonies as well? No reason at all, insert something that rhymes with plastic.
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As far as I can tell, the blocks explode when you move while in contact with them (in some circumstances they wait until you leave contact with them). This means that you can comfortably sit on top of them and plan your next move. Also, if you run at full pace you will be ahead of the exploding and won't fall unless you let the last block explode (i.e. jump before the last block when running and you shouldn't fall).
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The physics seem really wonky, especially those exploding blocks. For example, when running into a group of exploding blocks from the side (your character is 3 blocks tall) the top and bottom blocks will explode but for some reason the middle block won't until you jump or move away. It's really hard to tell how much time you have after landing on an exploding block to jump before you fall (it depends if you slide at all or not). Also, your character will slide if you try to change direction but can stop instantaneously, which means that if you're moving left and want to go right it's faster to let go of all keys for a split second then press right than it is to just pressing right and releasing left. The list of awards on the main menu also doesn't seem to work (I have "complete 5 consecutive stages" but not "complete 3 consecutive stages" ?????)