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I'll be frank, your game sucks. I saw as pink line missiles blocked off a yellow block, and too many times a block WAS smaller than my own but not green... maybe work on that. Your last game was better than this and that doesn't say much.
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there is a bug. if i go with my mouse outside the screen and put cursor in other place of lvl. it works as a teleport. my square movet there without any harm.
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Poor copy of Tough Growth.
Screen shaking makes precision useless.
Triangles leaving traces can seal part of game field in just few seconds.
Homing missiles shot by blue squares should fade with time and disappear when leaving game field - shots coming back from out of screen are ridiculous and impossible to evade.
I got through all 40 levels but I think this game is more of luck than skill one.
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5/5 for a perfect game, with a slight exception being the off-screen blue homing lines that are unable to be seen before they crash on our currently-edge-positioned square. Our already noobish community's sharpness seems to further diminish with each harder-than-average game that is coming up.
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I don't know why people think level 35 is hard. this game is pretty easy, the only thing was when there was plenty of tracking bullets and they come from off-screen...
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Would be nice if there were a little "Danger" symbol (like an exclamation mark) at edges when an off-screen projectile is nearby, but it's really not necessary. Everything moves predictably so it's all quite trackable. And the hitboxes are perfectly accurate; I guess people are picking up food, which immediately alters their hitboxes, and...forgetting that's how it works? Iunno. People are silly. Game's entertaining and challenging, and it fixes most of the awfulness of its predecessor Tough Growth.
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Game is somewhat fun, but even harder on a laptop with touchpad. Got very lucky in level 35 - first try. But to get there it was a pain. Level 32 with those homing shots out of nowhere, without ever being near that edge for years. Took me about 40 - 50ish tries. Triangles are a little nasty. But shots off the screen should be gone for good, or at least have some indicator for when they are about to be back. Hm. Gonna raise my vote again to 3/5... It was okay
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All I see is tough growth's deformed and disfigured and lets not forget disabled, twin 1/5 because I don't think it was very hard to make this "gam: and it should be shutdown for stealing content.
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This game is a great allegory for European colonialism. The white square takes all the gold colored stuff until it's big enough to consume all the native colors.
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more or less ok game. nothing new, but decent graphic overall.
But the blue homing shots are just a disaster to play against as they leave the screen and make sure to reappear the only spot you can actually pass through.
they definetly need to disappear when leaving the screen or have an indicator when the come back.
Also spawning shot should be inside the cubes/circles etc. to avoid being killed by a randomly spawning one.
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All the frustration of a Souls games, nowhere near as much fun. All the homing missiles on 22 are nearly impossible, and any triangle level is a near disaster.
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The only issues I have so far are the way the random yellow dots can appear INSIDE boxes created by the purple triangles
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This game is great. Only thing it lacks is a solar-system-sized dad telling me this is too small at the end of each stage.
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This feels like it's supposed to be a puzzle game, but it's not much of a puzzle if the dot appears in a spot that's literally impossible for you to get, like right on the line you can't touch.
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I cant play this game anymore because i keep dying from right before i kill some shooter it shoots killing me instantly.
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The triangles are BS and the blue seekers shouldn't be able to come back from off screen and kill me with no warning...
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Sorry but the triangles need some kind of balancing so they don't cut you off entirely from being able to progress. If they move the wrong way you have zero chance to progress and so the entire level attempt is pointless. The game should not be that rng-dependent.
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I just realized you also ripped off Tough Growth, and managed to both exacerbate literally all of its flaws and remove many of its better features (like seeing when enemies have an attack queued, or disabling the screen shake on a precision mouse game).
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So i wonder what the thought process was when you decided to make a skill based game and then let things be decided by rng. Rng is rarely a fun element, its understandable in a item based game and such. But not here.
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Throwing another comment onto the pile about triangles - the yellow bits can absolutely spawn on top of existing barriers created by them. Why? Who thought that was a good idea?
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This is the worst type of game to exist. It entices you to play it with its interesting features and gameplay, but its so badly designed and so frustrating and unfair that its just pure torture. If you read this comment do yourself a favor and skip this one.
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The triangles are stupid, they turn this game from one about skill to one about RNG. Simply put, not a puzzle game if it becomes impossible to beat a level due to random chance.
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Nevermind, yes, the homing shots are annoying, and they should not go off-screen(should disappear if it does) if YOU aren't allowed to go off-bounds either.
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Dunno, the square's slow homing can be dodged, but I find the triangle's gradually-increasing area-of-death more annoying. And more often-than-not the nibbles you need to eat to grow spawns IN the death zone.
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The homing shots were a problem enough without them being the same color as that big blue circle on level 38. One could be passing right through it and you wouldn't know. I agree with others that this is really close to a good game but the level design and RNG factors make it into more frustrating than fun.
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This game ... has pacing issues. The hardest level was probably 35. The last 2 levels were only hard because I was afraid that the large boxes off the screen edge were going to start moving. While the music is good and the colors interesting, I feel like this is a halfhearted attempt to copy "Hard Growth" without understanding what made that game fun and interesting.
Perhaps the biggest problem is that the blue, tracking things neither time out nor disappear when they leave the screen. This means that levels where you need precision become races against time when the blue squares are involved.
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why the hell is level 35 so much harder then every other level? The last two levels are fairly trivial as well. Get a playtester because this is almost a really good game.
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There's some very...generous hit detection going on here. The random spawns are prone to screwing you, particularly when the pink triangles or orange spread shots are involved. Blue homing shots should probably disappear when they go off the edge -- their arcs are far too wide to reasonably keep herded onscreen, and many levels have far too many of them to reasonably keep track of if they go out of sight.