Not too shabby. Wasn't the most impressive game from a production standpoint, but it did make me think about stuff in my life by reading the poems, so it was an intense, but nice, emotional experience and I think you accomplished the goal well.
Not too shabby. Wasn't the most impressive game from a production standpoint, but it did make me think about stuff in my life by reading the poems, so it was an intense, but nice, emotional experience and I think you accomplished the goal well.
Not a bad start. Has a decent core gameplay to it that just needs some polish on it. The controls could use some work: I can't find a keyboard button to switch weapons and they aren't explained anywhere except in the description (which should be used for saying what the game is about instead).
Thank you so much for playing it! yup you are right and i m working in this so hard, in a couple of days new version will be release with bugs fixeds and more levels
Definitely very impressive from a presentation perspective: the transitions, animations, graphics, music are very professional and stylish with lots of nice little touches like tiny splashes when bullets hit the water. Feels like the actual gameplay is a little lacking, however: shooting feels weak and unsatisfying, the package delivery mechanic isn't explained nor enforced by visuals (I thought the energy portal was actually hurting me at first instead of taking my packages since I didn't see positive feedback) and the progression doesn't have much sense of momentum or purpose. Would love to see this fleshed out more as it feels like a very good start: just needs some meat on its bones!
I added explosions and some other things like ingame hints.
I plan to add more content. Would you like to play it again?
Very nice puzzler! I enjoyed Blue and I very much enjoy Green as well. Game has a very nice chill atmosphere to it due to the simple graphics and ambient music. The puzzles are very fun to figure out the tricks and logic to them.
I'm not much for idlers, but I do like the goofy nature of this game! Love the distinct personalities of the characters like Burger and Derek that come across in the text. Really cool to see what is an interesting story and sense of progression in an idler. The artwork is great despite being simple and really gives it a light-hearted nature about it with the way it wiggles around.
It's a nice, fun, juicy game of punching the heck outta goons while dragging Mac around. Solid presentation all-around through good graphics, sound, and game feel. Neat take on an escort-type gameplay, which can notoriously be very frustrating to do. My initial introduction to the game was very frustrating due to the unintuitive controls, however. It feels like the button to pick up things should be the button to put things down, for example. Why can I drop Mac, but I can't drop a knife and have to throw it instead? Throwing seems way too slow and too much of a death trap (also I wish I could pickup and throw enemies, but that's fine without). It didn't make sense either that I couldn't punch, stab, or shot in every direction when enemies could: it made things more challenging, sure, but it was very odd seeing enemies be able to do it when you can't.
Thanks for the constructive criticism!
This is a weird one for me. On one hand, once I got far enough to see the hook, it looks like the game gets really intriguing with its disturbing themes, visuals and sounds. But on the other hand, the game feels really confusing, frustrating and glitchy. It's difficult to tell whether the game is intentionally glitchy, or whether it's barely being held together to work in the first place with its unintuitive mechanics, weird AI, and so on. I'm worried that a lot of people might be turned off and frustrated, unable to experience the meat of the story. I really want to like it, but the world feels so strangely put-together and odd that I can't have full confidence in it.
thanks for the thoughtful review!
Decent game that could use some more polish to it. The game has a good core to it, and even has some nice touches like death animations for the ghosts, damage feedback for the player, secret hidden areas, and so on. However, it is missing some crucial touches like temporary invincibilty after being hit (spiders can KO you instantly with a barrage because this is missing), death animations for enemies besides ghosts, and just better, fancier graphics and sound in general.
I like the idea and I see what you're getting at, but the controls/movement can be a little frustrating at times. The tether would behave in a very glitchy manner at times and the physics were a bit odd. I did like how you had stuff like coyote jumping in there though! All in all, it just felt like it was a bit too slippery and glitchy, and you could do something the same way and end up with different results. Would love to see a more polished version of this, though: I like cool tethered mountain climbing bits like this and its worth exploring more! With more control and more deterministic gameplay, this could be a great adventure!
Still working at it, bit-by-bit.
Age 36, Male
Computer Guy
UMD
Joined on 11/21/06