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For the most part, an alright game, but as some other have said it lacks polish. There is no indication when your abilities will be ready or what level they are at, and the random placement sometimes puts antibodies under red cells, where they are invisible and overly deadly. All that I could live with, but the thing that really made me stop playing is the extreme radiotherapy (the laser beam). There is no warning, and unless you have invested a lot of points into your membrane, it kills you instantly. It is incredibly frustrating to just instantly die when there was nothing you could do about it.
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good game but twice in the same game it automatically made me lose a life because it started me next a toxic cloud once and then a mine
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I see the very same problem in ALL the games you published here: they're great ideas, but unfortunately, great ideas are not completely sufficient. Do you actually PLAY those games? The execution is sloppy, there are *serious* gameplay issues and problems that make these games very, very frustrating. On this one, the collision detection is all wrong, the object placement on the map is completely random, the upgrade system is far too unbalanced, and those "abilities" seem like a last minute tacked-on "feature"; they barely work, and it's impossible to know when they'll be recharged again (let alone to see how many upgrades you've already made). Also, those area, air and water levels are all exactly the same, and all give you one point. That's beyond lousy. I felt like I was playing but a prototype of the game. Sorry, but you need to work more on polishing and debugging your game. Maybe some beta testers wouldn't hurt.
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The instructions don't tell as much as they should, because I don't know what those 5 colored squares are for on the mutation menu. Other than that, it's a pretty good game.
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- I like running away from the antibodies. I wish I could destroy the launchers by using a toxic cloud.
- At first I thought that antibodies did the damage, and that white blood cells only did slowdown, but a second look shows antibodies not doing damage. What are antibodies supposed to do?
- Running away from the white blood cells is fun, but I wish they had a different effect upon contact. Maybe a slow down that's not shakeable, longer duration, weaker, stackable, and not damaging?
- The custom tail color is pretty neat, although it appears that the left-most segment is not used.
- Having all obstacles do damage over time seems awkward. Could mines in particular only do up to a set amount of damage before being removed?
- I'm hoping to see another version! :)
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- Agility is an absolute must, since the game becomes much easier after a few upgrades.
- The upgrade system seems unnecessary and detrimental to the initial experience. After acquiring adequate agility and speed, it's just fun to drive around and ignore getting any more upgrades.
- The toxic cloud is fun. It feels effective, and I like the long recharge delay.
- Stunners feel weird to me. They don't seem reliable, and wind up just being used to shake attached white blood cells.
- Using a speed burst is fun when dealing with blood flow and radiotherapy. I'd like it more if it was an explicit teleport.
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i have 2 questions allthough
1st what does that stupid turret do except being there
2ns whats the effect of blood transfusion
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Never have I agreed with so many comments before! Very much potential, I'd like to see a sequal or maybe an entire remake. Stick with this idea, maybe even add on some features from 'Apokalyptic's game where you choose to infect countries/airports/ or water.
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I like this game the controls are ok once u learn to use them but going ahead in the game is confusing how do u use adaptations I played 27 levels and it still didn't give me points or allow me to spend them also whats that color changing thing above it. Love the game itself though.
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Good concept, but I found the execution to be lacking. Sometimes spawning right on an insta-death location is definitely a negative. Along I found the control lacking, perhaps an 'each arrow key is a direction' approach instead of a 'Accelerate, decelerate and turn' approach would make play a little easier. Also level boundaries, and perhaps larger levels...
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I liked it, but it got hard pretty fast. By my 4th human I was avoiding green blobs, spike balls, turret fire, and white puffballs. It was way to hard to just hit the 10 red cells and go on. Otherwise it was really good
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Very nice concept, but to add to the points stated below, it would be nice to see how many points have been spent in which improvement. that way, you get more of a feeling of improvement and power.
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My only addition to the discussion is at the beginning of a 'level.' Too often have I been spawned on top of a radiation cloud. This pretty much leads to instant death and there's nothing I can do about it. Would it be a good idea to maybe add a very short invincibility time when a level starts to avoid this problem?
Similarly, I think it would be fun and interesting if the levels and enemies changed with the environment change. An example would be fighting off cleaning agents and mites and whatever during the house infestation, or amoebas, pesticides, and other fishy eaters in the water stages.
Otherwise, I do enjoy the game. I love bacteria-type evolution games. A lot can be done with this one.
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Amazing concept but the game is just too frustrating. I played it about 5 times because I wanted to like it, but it needs a serious controls tune-up.
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Way too easy to get frustrated by the controls. Could also stand to have a tutorial and perhaps an easier starting level.
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Are you a virus or a bacteria? antibiotics are for bacteria not viri, but when you die it says virus lost... The learning curve is a bit backwards, it gets easier and starts out hard (to move). It would be nice to show how high each of you upgrades where (agility, speed, etc). Fairly good, just has some weird things.
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not... that... good... considering it took me a while to beat the first level... perhaps a tutorial? on the first level, I couldn't even MOVE!.
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like the concept, but I feel it happens too easily that you choose an evolutionary path that makes it impossible for you to ever make it.
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The controls are flakey, the instructions are vague, the boundaries are very weird, the starting point can instakill you, and the game is a little too challenging (possibly because of a combination of the above). That being said, I see a lot of potential for this if it is polished up a bit more. 3/5 pending the next relase :-)
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oh yea the controls are good and if people complain about the slow sloppyness of their virus then blame yourself for not purchasing the right upgrades or a good computer.
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very good game i give it a 4.5 for idea becuase it goes deep inside the games like pandemic and is very good so i give it a 5.
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really cool game but it took forever to get how to control the virus.. at first i hardly knew which thing was the virus.. i had to read kyriva's comment to know how to use the controls..
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Detection is off ocassionally. A little graphic showing you when your powerups are able to be used would be good as well.
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Fantastic idea, but it was very hard. Give more points per lv up and give a way to kill some of the obstacles like the antibiotics in a different and updated version. All you need to do is tweak it a little.
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A very good idea suffering from rather poor execution, I can hardly think of stuff Kyriva didn't mention, maybe some form of gradation in the evolution department? So that you can see how many of each upgrade you bough?
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Good idea. Instructions aren't too clear though, i.e. forward is accelerate, left and right to steer. Since you are not allowed out of an area, some kind of warning could be given. The detection is a bit off, sometimes I go right over a cell and it doesn't change colour. The white blobs are too difficult to get rid of, you kill those that are holding onto you, but as it takes quite a while to get free, more come and grab you. The little things chasing you also appear to lose their effect from 'house' onwards. Also, it's possible to start on a green blob, which kills you instantly. Some information about how the different levels mean risking more lives for more lives if completed would be nice.
As I said, it's a nice idea, and most of what I said above is just instructions
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Its a Good game, but preety hard, Needs a Save Game Feature and the fact u lose health when you arent on screen is damm annoying, if any1s making a sequel to this game, PAY ATTENTION TO THESE COMMENTS!!