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It's a great game, but it requires us to use both hands on the keyboard to play just to switch back to the mouse to advance after every single level. You may want to set keyboard controls to progress instead.
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When (Did*) people like Gangren start making vitriolic comments about game controls without reading a comment three below his. Space for the next level, r for reset. Very intuitive. Mouse menu command is an extra, which I for one am glad for.
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That was fun and slickly made. Slightly too easy for my taste but that's not always a bad thing when you want to wile away a hour!
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WHEN people start making games with mouse OR keyboard controls!? It is wery anoying to play with arrows, and then take mouse in hand just to click on the "next level" button!
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Awwww, I play a game with a friend where we try to guess where rickrolls are, and I called rickroll and this isn't one. DOH!
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great game! i like the way R can reset, and Space can go to next level! yeah.. i like simple things :) and these simple things make a great nice game :)
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Grammar nits in achievements: Headball Master - "Hit a guard..."; Demolisher - "Break a wall..." (or better yet, "Break 5 walls"); Catch Me If You Can - "Complete a level..."; Noise in the Ears - "Fail a level..."
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Minor issue: on level 13, when you need to hammer through the ceilings, they won't break if you're pushed against them when you hit Control. You have to drop down a bit, which confused me just a little.
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I played through the game again, and your changes really helped smooth out the gameplay! The elevator triggers are natural now, and jumping is so improved that Level 11 is maybe too easy now. I think the girder changes helped too, although now I'm familiar with the levels so it's harder to tell. I appreciated the "hide" puzzles and later levels a lot more, now that I wasn't struggling with the controls as much. I agree with ellelis, the Space key should act as "next level" on the completion dialog. It'd be nice if descending elevators wouldn't kill you, but that isn't a big deal. Thanks much for working hard to give your game the polish it deserves!
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I really like the level designs and concepts; there are a few places where you can get stuck in a hole, but the levels are short and R restarts quickly enough. I wish I could trigger elevators when I'm standing on them, instead of to the side, and that they moved more quickly. It feels like there are too many and too few keys -- I'm on level 28 and I still hit the wrong key, but I get annoyed at how Control triggers the "invisible" powerup when I want to throw. The comment by Snaks is probably due to the poor elevator control placement, not a reason to add another key. It's sometimes hard to "read" the levels; there's not enough difference between cosmetic scenery and solid walls.
thanks for your comments! I've done a few changes: the elevators move more quickly, and you can trigger them standing on them ( not only when you stand near the elevator buttons ).
now the decorative girder objects are less bright and I've removed some of them. the solid walls look more contrastly. hope it will help to "read" the levels.
the usage of the "invisible" power-up is a part of a puzzle. you have to choose a right sequence of actions to use it properly. maybe that is not so obvious and a little bit hard to understand. but that is why a main part of these levels moved to the end of the game.
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The physics engine really detracts from this game. I've missed jumps (hitting my head on the ceiling), gotten killed by sliding panels, and just managed to throw my head over a robot instead of at him. I'm annoyed at the bounciness and randomness sometimes killing me, when I'd rather be concentrating on solving the puzzles themselves.
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The achievement "Catch me if you can" says *complete* the level with a turned on alarm 3 times. I'm on level 10, and there was only 1 level (That I've only completed once) before it that turned an alarm on.. That might be a bug, assuming the spotlight is what triggers the alarm. I HAVE triggered it 3 times.. just not finished the level but once. (the other 2 times I failed the level).
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A "space" or "return" button is needed to go on to the next level. I'd prefer to not have to use my mouse. (Or is there already one that is not as obvious as space or return? In which case, a more intuitive choice is needed.) A small thing like that makes a big difference in terms of immersion and ease of play, so focus can be on the gaming itself, not the mechanics.