Relaxing and addicting
There's a lot about this game that I like. The graphics, for one, are pleasing to look at. The music, as well, both fits the mood of the game and is something that doesn't get irritating after a while even though it's a loop.
The gameplay was good. The character's movement never lagged and the controls were both manageable and not overly forgiving, which provided a challenge that wasn't too frustrating (i.e. one where, if I fail, it's not the controls' fault). It was good to have a keyboard command for the medals.
Speaking of medals, I like how there were so many of them (related: it was nice to have such a variety of sapling formations to chase after) and that you included the necessity to refrain from using too many power-ups. Whereas a lot of collecting games load you up with so many power-ups that all the challenge is gone, you did it right.
There's also a lot of replay value.
However, I do have some complaints. Although it is good that there aren't always formations filling up the entire screen and although it's good that the game required me to seek out the ones that I needed for the medals instead of having them all right there, I found that some of the formations appeared too scarcely. For example, whereas the Orion pieces were almost always around, I could go several minutes without seeing a single Twister. This became a problem because in order to get the larger storm formations, I had to get either a twister or a tornado (which were even more scarce). To add on to that, they often moved faster than I could move, which isn't inherently bad as it added challenge, but the problem is that when I finally did manage to make a tempest or a hurricane appear, I would only be able to free it half the time. So, I was only able to get maybe a tenth of the hurricane vindicator medal before giving up. This is all mostly pertinent to the medals where you can't use power-ups.
A tiny detail that's not really important (but you still may want to fix) is that the Tempest Vindicator medal just says "powerups" when I assume it's supposed to say "Free x tempests without the use of powerups." Just a small thing.
Also, the last two sapling collection medals (i.e. the two after Venture Capitalist. I'm assuming those are also total collection medals) seem like I would have to play for a ridiculous amount of time to get them. Thus, they seem somewhat unnecessary.
Overall, it was a fun and addicting game. I favorited and racked up several hours of game play.
The humor made it.
You don't often see interactive live action flashes here, so it's something refreshingly unique in that aspect. The combination of the cartoon-like drawings and the live action images/videos added to the humor, I think. I like how you represented the building being on fire by only using little flame images.
The storyline is also hilariously absurd. I liked the brain in the microwave and how in the first minigame, they were being chased by a cascade of water bottles. This all made it interminably amusing.
The actual gameplay could be improved some. In the shooting scene, I think it would be better, instead of the zombies all coming out of the same exact spot within each wave, if you varied where they popped out. As it is, all you have to do is hold your cursor in the same spot and fire.
The point and click scene didn't seem logical at all. I know that this isn't a very logical plot to start with, so that's understandable, but it just felt like I was clicking everywhere until something happened. Even if it's something absurd, I recommend making it more of a puzzle instead of simply how many places you can find until the car shows up.
Overall, it's a funny game and I enjoyed it.
Yes, the true is that we are like the vanguard of live action games like this one, so we are just testing how to play this, but we will do it better and better in future,
thanks a lot for reviewing :)
Overall, it's a good game. The large map is good and so is the abundance of ammo. The puzzles were on the easy side, but they weren't too easy. Occasionally, it felt as though I was doing something just for the sake of doing something, such as when I had to move the walkways and when I had to climb the ladder rung by rung, and those times felt superfluous and unnecessary to me. Also, some more item-based puzzles would be nice.
My biggest complaint is with the shooting sections, as the title implies. Like other reviewers have said, the spiders come out too far to the sides sometimes, which is difficult because of the marrow field of vision. Also, it bothered me that there was only one distance at which I could realistically shoot them, meaning that if I miss that one narrow opportunity, there's no redeeming it. Logically, I should be able to shoot them even when they're jumping. This becomes annoying when there are groups of three spiders and I've run out of machine gun ammo.
Perhaps there should be an option to skip the sections after a certain number of tries?
Other than that, I have no more criticisms. The atmosphere fit the story well.
Overall, it's a good game, albeit frustrating as hell. You definitely nailed difficulty down right and created a game that, if anything, kept me playing out of sheer spite and stubbornness. Not a bad thing, by the way. The reverse controls gave it an aspect of cognitive challenge, as opposed to simply leaving it up to how steady your hand can be, which is nice.
I'm not sure how I feel about the control field, though. It seems unnecessary as I didn't look at it at all when playing. I kept my eye on the actual robot because that was where the obstacles were. It seems like the control field only took up space that could be used for a larger map. A larger map would allow you to put in more intricate obstacles, such as ones with enemies and more complicated puzzles. The ability to interact with certain objects on the field to get through the map, I think, would be a nice addition,.
One last thing is that I don't know if it was just me, but it seemed like the robot was exploding from getting near the wall instead of actually hitting it, which got interminably irritating as the game got harder. It felt like it kept exploding while I was still, albeit barely, in the clear.
Okay for a first try.
The biggest problem is that it's far too easy, especially given its length. Consider putting in some trickier jumps, some other enemies and making the boss much more difficult to defeat. It only took a few shots and he didn't really fight back. So, my suggestion here is to give it an attack pattern that the player has to figure out. Giving it some sort of shield that needs to be shut down somehow is another idea.
Like other reviewers have said, the spikes were clumsy. There were a couple points where it was impossible to land on the platform without losing health. Having a more periodic, quicker fall with smaller, deadlier objects may be an improvement.
Add music and a preloader as well.
I noticed that the little coins didn't account for much. It didn't seem like they were there for a reason.
Overall, it's not that bad. I do like the crumbling effect that the boss acquired when you shot it. There's definitely room for improvement, but there's also a lot of potential here.
You have some nice graphics. Your color schemes all work well together and I like the crispness that comes along with having no outlines.
There are a few things that I want to point out, though. The first is that unlike the first time playing, if you select new game again after losing, the music doesn't play. Also, in terms of gameplay, I like that you have three chances in the form of three different superheros, but ofter times, I found myself in a situation where there was no way I could get the person without running into the villain. Perhaps it's because the objects are so large. I recommend making them smaller and having more of them to evade/collect instead of a few, cumbersome large objects. Additionally, the levels were way too short. I only had to survive a few seconds to beat the level, which was a little disappointing and too abrupt.
Glad you like the art!
I'm not sure why the music doesn't play the second time round. I'll have to look in to that.
Next time, I'll keep the size of the objects in mind.
Sorry about the levels being to short, but during testing, people said that the levels were too long and too easy at the beginning, so I made the early levels shorter to get to the harder levels quicker.
If you want a long/hard level, try Freeplay mode.
The thing that I like the most about this game is the story behind it. It's definitely, as other reviews have said, original and I felt myself nodding as I read through the little snippets of non-linear story figuring out what you're trying to say with this in respect to our own world. The writing itself was also well worded. It had that ominous, non-modern air without sounding fake.
On the topic of some sort of unlockable map that others reviewers have brought up, I agree. I just ended up running in systematic zigzags trying to find both the little artifacts and the portals.
I was hoping that the portals would lead to somewhere because to have them simply bring you back to the menu was kind of unrewarding. I feel like you could have made the plot even fuller by having some other sort of little room or something of the like on the other side of each of the portals.
Like some reviewers have already said, the game was too specific. I spent the majority of the time trying to figure out what the game would let me do instead of thinking of solutions to the challenges. It wasn't really something that I felt achieved about because most of it just came down to guessing, as opposed to puzzling.
Also, I didn't care much for the graphics.I wish you had made him actually act out the commands.
That being said, it was humorous, what with the rooffies and all.
It's definitely a very addictive game. It has that challenging aspect to it that makes you want to come back and play just to spite the game. In other words, fun.
Pretty good graphics, which is a plus.
However, it's rather annoying to have to go back to the main menu and enter a password every time you die on a level. It would have been much better were you to have just made it so that you automatically respawned at the beginning of the level.
I also agree with another reviewer who mentioned that this could have been improved if it was mouse controlled as opposed to arrow controlled. The physics and the movement of the marble are just too hard to control with the arrow keys at times.
But, nonetheless, fun.
My only complaint is that the changing rainbow background in the actual puzzles was kind of distracting.
Other than that, very fun.
if you go to options you can change the backround.
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