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To call this game a puzzle game is a bit of a stretch. The levels are actually very linear. One could praise the game for intuitive design, but at the same time, playing these levels requires little thought, resulting in boring gameplay... until of course you reach the last third of the game where the actual challenge is in the platforming. My main complaints there are that left and right are reversed when your character is upside down, which just seems unnecessary when the focus of the game seems to be adeptly controlling your character. In addition, using arrows to change the gravity is less exciting compared to a game like VVVVVV where the player gets to control changing gravity. Although the arrows make progressing through the level more interesting visually, they contribute little to the gameplay. Criticism aside, I did at least
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Reversing the controls when the gravity shifts is needlessly frustration, but the games to short for it to become much of an issue.
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I love the way you put little holes so the box can't get stuck. I hate those moments where it does and you're just sitting there like "What do I do now?"
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Not much thought required, since there is really only ever one way to go. Would be nice if there were multiple ways to choose or more complicated puzzles and possibly even a few useless objects to confuse the player and make him think for a bit.
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I found it a bit of a shame that the shooter was only in the last level; damn could you make some nice challenging levels.
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This game is prety ingenious! Small gaps in walls and obstacles so the box can't get stuck, intuitive controlls. Well done! 5/5
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this is a cool game! i read from another comment that it was "for a game jam". not sure what that is, but i would think about making another that is i bit longer and more in depth. 5/5 gj
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I spent as long on the last level as I did figuring out how to get on top of the "THE End" letters, only to find that if there's a secret up there I can't see it. :/ Still, great game.
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Box effected more slowly by gravity than player, can lead to having to reload stage in some situations. Suggest Newtonian patch to correct this.
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Holes in the wall to stop brick-against-wall problems = instant 5/5. Agreed with other comments that it's easy and rather generic, but anti-frustration features (for non-death frustration) seriously needs to be encouraged.
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You should reverse the controls when moving along the ceiling. Moving right (left key on the keyboard) and then hitting a down arrow makes the character start moving to the left immediately, which can easily lead to falling off of ledges. It's quite a pain.
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Good take on a gravity game. Love the cannon at the end. I can't wait to see dev put some more games or more for this one!
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I really like this game. It is quite a bit short and not really difficult to complete, but I enjoyed playing it. Keep up the good work! :)
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Feels... gimmicky, I guess? The platforming is on the easy side and all the levels were very linear in their flow(as in, it's obvious what you're supposed to do next), so there isn't really puzzle aspect here either. Don't get me wrong, it's a NICE gimmick but the game itself was just... meh. Not hard enough to feel like I've accomplished something, not puzzling enough to make me think, not interesting enough to carry the sense of discovery through all the levels.
That said, I'd LOVE to see this expanded into a bigger game. Give us actual choices on where to go and what to do, so there's actual puzzle aspect to it. Make the game past the tutorial stages more difficult: the last level is a good example of what the middle-levels should be like in their difficulty, with things getting harder towards the end. Maybe add some enemies or doors that need to be unlocked with switches/keys/whatever.
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Short but cool. First mission with thorns is a bit buggy when you have to get in the inner quarter. If you get in from southern side you get a restart as if you'd get hit by thorns.
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Controls are a bit difficult. Any chance for an option to make it so you just go in the direction of the arrow you press?
The nooks in the walls are creative. It's much nicer than pulling boxes.