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Overseer: "Very funny, Bob. When you're all done blowing yourself up, can you get back to your spot and stand there? We're on a deadline."
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If this concept had been pushed to be more puzzle oriented it would have expanded the title 3 fold. Instead you went for a danger oriented game that requires timing rather than any actually thought provoking gameplay. With a successful balance between action and puzzle this game could be a 5/5 title.
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This seems very, VERY similar to a Nitrome game called parasite... until you get further into it. then it just seems similar. Go check it out on the studio site (nitrome.com) if you want more of the controlling stuff genre. Also, I've always wondered why jumping on a moving platform/conveyor belt changes your velocity.
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I agree with some of the other posts. It's a great concept, just needs some more challenging levels to really push the limits of the game's mechanics.
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If you make another you should add a level editor, hard or +game levels, and people should run away from the blob. Or at least the blob when it is not controling anybody. (And maybe a human who does not get targeted by turrets)
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Fun game, but it could use a hard set of levels. There were only one or two mildly difficult parts of this one which I needed to replay two or three times to get them down - mostly due to the weird robot/soldier behavior where they keep on shooting after you're out of sight. Other than that, it was quite enjoyable.
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Great game, smooth controls, exploding off a host to infect another is one of the most fun things I've done. Needs a level editor :D
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sometimes after you die and restart the level the flying shooting robot remaining dead. that is not big problem but still..
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Why are you just standing there? I'm a living green blob, aren't you going to freak? At least blink! Why are you ignoring me? T.T
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good, easy and short, would have liked better explanation of what the different men/bodies did. not sure about the music which seems to rip of Rambo First Blood II...
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I got to level 33, returned to the main menu, and found that half the levels were displayed without the second digit of their number, probably should fix that.
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Nice concept, but way too easy. At no moment I had to think about my path or the order of my actions before diving in. So work some more on the level design, and you'll end up with something great :)