I have to agree with others, this needs polish. Experiment with different speeds, AI levels, and gimmicks like powerups to make this more interesting. Maybe music and some snazzy graphics.
I have to agree with others, this needs polish. Experiment with different speeds, AI levels, and gimmicks like powerups to make this more interesting. Maybe music and some snazzy graphics.
Holy shit, it's almost nine years later and I'm only just remembering the game that took Newgrounds by storm. This is fucking gold. The dance moves are great. The background is great. The track selection is great. This has a certain spontaneity to it that makes one give props for creativity.
I'm a little disappointed that each background is meant to match a song, but only up until a point... After that, the backgrounds just seem out of place. If the backgrounds and songs were a 1:1 ratio it would have felt a lot more polished, just as it would have felt more polished to have the video shown on some kind of TV in the middle of the screen instead of gracelessly superimposing it over the background. (Another minor problem is that the camera seems to have changed positions for certain clips, interfering with smoothness, though this is fairly minor considering there are THIRTY-ONE clips. Holy shit.) I would have also liked some kind of motivation to play with it for longer. Suppose what you have now is a sandbox mode. What if there were a rhythm-based typing game that coincidentally triggered the dance moves as you played?
Damn good (and hard). The physics are really well done and it's almost hypnotic to watch the whole thing unfold when the kernels pop. For what it is, it really couldn't be much better. That said, I wish I knew how many different kinds of containers there were, and maybe have a list of all of the containers I had gotten perfect on to measure my own progress beyond just a highscore.
I totally agree with you and stats is something I really want to add, but right now this is just the basic skeleton of the game, and I submitted it to get a feel if people have any interest in it before investing more time into it. So far I think I might do just that :) Thank you for leaving feedback so I would know what to focus on more.
FYI there is 30 pots right now and initially you are given a selection of 14. After getting a score of 10, a new harder pot is added to the selection mix and after every 5 points scored. But I will work on improving that algorithm today since new pots still have a hard time of randomly appearing (1 out of 15 chance when you reach a score of 10). I shall update the game soon and frequently.
It's sad that I cant submit an HTML5 version of the game so that Chrome users can play it, but Unity's HTML5 build is still in beta and very buggy, so no other option...
Fun game, and the concept is highly amusing. What turned me off from the game pretty quickly is that there's so little warning before the up and down obstacles move that at a certain point it just feels like you're guessing. The slow-moving obstacles are also a pain since sometimes you just find yourself waiting around. Good concept and solid physics.
I would really like to see spacebar control for this, I got kind of annoyed mashing my mouse.
Decent. It does feel very, very annoying but after a while I understood the basic concept of the game and made it to the 12th floor. I was a bit put off by the way the guy talks to you while playing, while the timer is counting down. I didn't really grasp what you could do with the spike blocks, and the random generation felt like a bad design decision seeing as this is a puzzle game and not strictly a roguelike - I didn't feel enough motivated to collect blocks like I do with equipment in an RPG. Overall it just feels like a lot is missing, and like I missed out a lot because of how the game was designed.
Seeing all the awards this thing got I was curious to see what it was about. This is pretty good. Lots of puzzles, a few spooks. Seemed pretty obvious that there were some psychological issues going on from the time eyes started appearing in the windows. Ultimately the whole mixing thing felt annoying to me. I figured out the solvent for the crystals but didn't feel like doing it all over again for the bomb.
Pretty cool game, though it felt a little bit bare to me. Voice acting would have been nice, as well as there being more of a story after the big plot twist. I didn't really understand what the main character's motivation was after finding the empty suit. He's already infected, right? Seems like the reasonable thing to do is eat pancakes until you die.
Oh great, another 15 year old learned how to code and knows how to make some profound statement about love using a puzzle platformer. Ever since Jack killed Katheryn, amateur developers have been killing the market with these self-absorbed games that were called out months ago by the Pretentious Game series.
Oh alright, I'll stop my bitching and give you an actual review. You have an interesting concept, though it's little more than a gimmick. Take the whole dual players concept, incorporate gravity, viola, game! The puzzles aren't bad. Since you can effectively fly using the shimmy method, none of the puzzles are particularly hard, and the 20 levels go by pretty fast, which is nice, as I often find myself losing patience with these types of games. A few of the more difficult levels were a pain to redo, but overall you kept things simple and didn't over-complicate anything.
The main issue here is lack of content. The levels don't need to be longer, and there don't need to be more of them, but it would have been nice to have more engaging graphics, music, or a less corny story. Hell, it's 2015. There's nothing stopping you from incorporating all kinds of crazy shit like enemies and a combat system. You could have turned this into a weird yin yang gravity-defying Castlevania for all I care, but the basic get-to-the-end thing is getting old, especially for a game that runs such a well-paved path as this.
The 'glitch' graphics, which are very reminiscent of This is Not a Game, are very distracting, however. Making them transparent would have been nice, I very nearly screwed up a jump when one spawned on top of my block.
I'm glad you liked it so much! I can't wait to see your Yin Yang/Castlevania crossover!
Cool idea but in the end it just boils down to luck and math. With the tiles, what you see is what you get, and because of that there's really no element of risk. Mistakes happen out of laziness, not out of poor judgment, so this is much more puzzle than roguelike. That makes this ultimately boring, as I know no matter what I do a computer program could solve this puzzle better than I could.
I guess I see what this is supposed to be but it feels more like a homepage than a submission. It's polished and smooth as hell, but it also seems antiquated to be submitting it here, especially when something like this should be available on as many devices as possible. Anyway, nice job, but it might have been more fitting to have some kind of interview or voice acting to make it more engaging.
I wish I can pronounce english fluently like when I write it. ;w;
This flash is also my test area for my graphic and programming skills too. That's why I decided to upload it here. I'm also planning to do flashgames in the future.
It consumes too much CPU clocks due to the layered background so I'm pretty sure handhelds can't handle this flash. But if you're talking about mac's scroll wheels, Flash CS6 on windows doesn't support it. If I want it to work, I have to do it all again with someone's mac because .fla files from windows versions can't be opened there too. Experienced that during my multimedia class. :(
Not a bad idea. You could experiment with different levels and different turrets, but something's seriously wrong here. The flashing is absolutely terrible and gave me a headache - plenty others could experience a seizure. The bullets don't vanish when you lose, making it near impossible to tell how to avoid the bullets. That, and there's really no sound, no instructions, etc...
Once upon a time, water taught itself how to feel pain.
Age 29, Male
Software engineer /
United States
Joined on 7/24/07