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345145 highscore. Smart game, though easily tricked by the back-and-forth delaying of travel time. Neat concept though. 4/5
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My problem is that this game gets more complicated but never more difficult-no challenge. Nice concept but no replay unless you're a perfecnionist.
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A few tips (thumbs up if you've seen the high scores ;)
1 - Fine Tuning - drag mode, hover the X one pixel off center of a point in the path, give a single click to adjust it one pixel.
2 - Cutting Corners - best way to know u cut as close as possible, is to skirt the wall right around the corner. (skirt = move along it as close as possible) Whether you're going that way or not. DON'T use the grid lines, not all the walls are perfectly NSEW. Make the path parallel to the wall.
3 - Multi Nano- if you have to decide which Nano should take a detour, pick the one who will arrive at the goal first (if possible) It can most afford to spare the extra distance.
4 - Cheesing - The nano only barely needs to touch a cube or a switch, you can cut it barely close enough to grab it and move on. Oh and btw, not all enlargers need to be picked up ;)
--- There are others but I'll let y'all figure em out yourselves.
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To those of you who are colorblind: go to your computer settings and lower the color saturation to it's lowest value. Anyways, This game really needs a speed up button and a little more to go for (achievements, score ratings, etc.) Also, Im fairly certain you mean a "node" not a "mode." Node makes BILLIONS more sense.
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I feel like every single god damned game has some wanker complaining about "not designing the game for colorblinds." Piss off! You're less than 10% of the population--why does the designer have to change his or her vision for you?!
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i would say good a little easy but maybe i' still to early in the game 5/5 (wtf! why do i have to tell what i rate the game?)
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I imagine it'd be a lot more fun to play if color blind people had been considered during development. Developers seem so hard-set on color-coding, when patterns or even identifying marks (numbering, lettering, symbols of any sort) would work equally well for everyone.
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Nice idea but the game play and interface are too annoying. To get a high score, you have to get the path as close as possible to the walls but that requires far too much trial and error. Just make the path as wide as the nanos, will you? And editing the line is really tedious. You should use the style of interface that's common in vector graphics drawing programs. Have two modes: in draw mode, clicking extends the path by adding a new control point and a line from it to the last control point; in edit mode, clicking on a line adds a new control point, dragging a control point moves it and clicking a control point and hitting delete deletes it.
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Great game, but it got a little frustrating have to switch the path over and over because on the last leg I was a pixel off target and brushed a wall or something.
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Level 35... Eww... I highly enjoyed your game, but improvements are certainly available, but PeteSF's ideas on adding a sense of progression isn't quite the direction I would take it. The gold/silver/bronze system doesn't fit in this context, because the system hints that the sequence you found isn't good enough and in this game any solution that ends in success is very good. Maybe optional collectibles that you can run through to unlock uber difficult levels or other unlockable goodness. 4/5
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i highly agree with PeteSF's comment, i got bored part way threw just because there is nothing to maintain my interest except puzzles, puzzles need some enjoyment too!
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Love the concept. When replaying a level after beating it, it cleared the previous path - don't do that! And with 33 levels, it needs a little more to maintain interest. Even just going to the level menu after each level instead of just clicking "next" would help give a sense of progression. Even better would be bronze/silver/gold stars for reaching score targets.