PLEASE! Please release the music! Or at least tell us what it is! It is SO good.
Does everything a side-scroller should do. Smooth controls, easy to learn.
Engaging without being complex, though I don't mind a bit of complexity every now and again. Gets a little repetitive, but a great game.
I'm a flash artist who's always looking through the music archive for good stuff, but it's always so 'hands on' - this is exactly what I've been looking for. There are other Radio style programs out there, but this works so much better than them. I've been using it for two days straight now.
When it says 'Add To Favorites' does that properly add the music to ones personal favorites page? Or does it simply add it to the in-house playlist? If it's the second, may I suggest changing the wording to 'Add to Playlist'. I'm afraid to touch it at the moment.
Suggested Trivial Improvements:
- A back button, in case one accidentally skips forward
- The ability to rate the music (more helpful for the
- Ability to see description of music for context (even instead of a visualiser)
Super Important Improvements:
- I would absolutely fall in love with this program if you somehow added a 'More By This Artist' button, where it limits it to just the current artist's works.
I mean, here I am enjoying this song 'Celtic Celebrations', and I'm like "I'd love to listen to more by whoever this is - but alas, I only have a Randomize button at my disposal. Oh well..."
I don't know how hard that is to implement, but - I mean, you're already a legend in my books, but this would shoot you to historic level epicness.
Great concept, lacking a bit.
This game has a fantastic concept, great sound, and it controls beautifully.
Now for some negatives: The games main drawback is its lack of variety. Secondly, a life-bar for the bosses would be great.
Variety is truly the only thing keeping this from being a perfect game. Looking forward to a sequel.
Better Premise than Execution
Stabbing rarely worked, guards were constantly alerted for no discernible reason, keys were frustrating, shooting had a strange clicking delay, storyline was non-existant, scenery was hard/confusing/impossible to traverse, and everyone looked like the Hunchback of Notredame.
But what better way to fail than to be aiming for the stars! This feels like the kind of game that produces a classic, well remembered, nearly perfect sequel a year or two from now.
It seems most games err on the side of either game-play or story. Now while this game certainly 'erred', it is one of the few that is erring on the right side. The game-play seems like a tacked-on afterthought, but it is still very enjoyable.
My main gripe is that for something that has 'extra effort on story' there is quite an astounding amount of spelling, grammar, punctuation and capitalisation errors. You don't know someone who can proof read this for you? Even like, a ten year old?
Anyway, great game
lol'd at your second paragraph. we deserve that. won't happen again :D (one can hope)
I could NOT afford to stay up to 3 in the morning. Thanks a LOT.
You excellent, addictive game has ironically turned me into a zombie.
It was only very bad luck on your behalf that meant you didn't get a daily first. You deserved it, you really did.
Music was, I thought, nice but tonally inappropriate and repetitive. I think it needed two or three other tracks, and something a lot faster paced. Not just my personal taste in music, but when you have 'reflective' music with nothing to reflect on, it just makes everything move at snail's pace.
Levels were clever, but never reached 'what the hell do I do now' genius status. At the end of the day (and I'll admit I didn't finish them all) every level could be solved by just jumping at anything in range and eventually something would work.
If they do get more challenging, why not let people skip ahead to the later levels if they feel they need more of a challenge? Why is disallowing this some unwritten rule? You can still have a feeling of accomplishment by having completed levels turn green or something, and even have the last five levels only becoming unlocked once all other levels have been done, so there's something to work towards. Otherwise, people like me tune out about level 20.
Also, some kind of story always improves gameplay. It's something about being human, it makes the whole thing a more satisfying experience. All you need is something simple like: The Eye is Collecting the _____ in order to ____. At most complicated, we're talking a very short opening and closing movie with no dialogue.
- I know I posted a lot of negative, but you're game is better than so many games out there, and I care enough about this one to want improve it.
Lots of little problems
Overall a good game, but could have used a lot of polish. Little things like difficulty in selecting menu items, new items not automatically being equipped, long starting travel time, bad voice acting, the ads coming right over gameplay, some bad English in the descriptions, or even the thrust not having a turn off button.
Like I said, it's a good game and anything that copies Escape Velocity so much can't be bad - but all the niggling little problems added up to a frustrating experience.
Too hard, and then too easy
The first half of my playing experience sounded like this:
"Until the smiley moves? Moves somewhere in particular? Get smiley to the end of what? What am I meant to be doing? CLICK + SPACE KEY to grow? Do you mean SHIFT + CLICK to grow?"
The second half of my playing experience, once I watched some of the walk-through for clues sounded like this:
"That faint white square is where I'm meant to be going? It looks just like the background! No, there has to be more to it than that. Okay, so this game is easy. Really easy. Like there isn't actually a challenge. I know these games are supposed to be time wasters, but..."
So there's been a growing school of thought amongst Flash Game designers that games have to centre around some Unique Game Mechanic. Unfortunately this game proves that unique core mechanics, while helpful, are not enough. It's like a movie with good CGI, but without a story.
I'm not saying games need story, they all have different needs. This one needed a mixture of a sharper learning curve, better instructions, smarter level design, and more game elements. And, you know, story never hurts. Never. Even if it's just getting a Golden Idol down safely like in Totem Destroyer. That's something relatable, rather than abstract - like a smiling hexagonal.
The only puzzle this game has to offer is how to play the damn thing. How's that for feedback? Sorry Nick.
Good luck with your zombie game.
you just wrote an essay that had lots of words but lacked a point, good job!
The graphics were a delight
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