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The ai is interesting. Always calculates, where you will be in order to hit you. Apart from that, I just find this pretty frustrating :P 4/5 though
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You can use either the strategy of keeping the drones really slow, or make them really fast and run between the drones to collect the squares, but you can't use both strategies at the same time. Ironic, right?
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this game is great. simple games are just the best. but one thing i would love to see is a 2/3 player mode where the second/third player controlls the orange bodies
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High score of 25. Mode (i think this game ALLWAYS selects :P) : Harder than Hardcore. Rage-quits, broken monitors and smashed with bare fist's walls apreticed XD
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I think the key to this game is to do the opposite of what you were going to do. This game's AI is one of the best that I've seen and they seem to predict my exact movements very accurately, making them very hard. I love this game!
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A good way to get better at 40+ is to practice the corners on the easy level. Just go clockwise touching each corner and count how many corners you can get before dying. Even on the easy levels, its quite a bit harder than getting the squares that spawn in the middle. I think having blocks spawn in the corners and edges is mainly what makes the higher levels so difficult, much more than the increased speed.
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@Riptear "This game is more timing then skill" You're not on the high score list, which means you haven't played corners. Corners start at 45. Once you learn how to play, 45 is when the game really starts. Up to 45 is boring warmup. Until you've played well past 45, you have no idea what is involved in high-scoring.
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It seems the AI has to know it can come at you in a straight line.... Just gotta keep curving. Best is 6, only 100 more tries until I get a good high score... 1.. *Die* 2... *Die* 3......
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Too hard. If I was a bit faster, the game would be more rewarding thus more enjoyable. First time players will quit after a few tries (so did I...).
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The score is a measure of how well you are able to control the drones. When I play I almost never even look at the purple square. Where it is not relevant, except for split seconds here and there when you navigate narrow misses. I look at the orange squares. Those are what I need to control to survive. They don't think at all, so they could not be controlled by a second player. They respond directly and predictably to your controls.
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playing this more, there is something I really like about being able to manage the initial state before the point squares show up. It is like a bow before the match begins. I always try to make them crash into each other and then move away.
One thing that I think could be played up with the aesthetics more is the difference in movement, how the enemies can move in any direction, but the avatar can only move in 8. This might not be an intentional decision, but it would be cool to have that illustrated in some way. Maybe leave the enemy trails the same, but the player creates a kind of subway map through the level.