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Run, jump and solve puzzles....in a dream!
Controls: ARROW KEYS to move and jump, X for everything else.
Game made by Cactus. (http://cactusquid.com)
Music by Zabutom. (http://myspace.com/zabut om)
Splash by Cow.
Ported to flash by Mirosurabu. (http://twitter.com/miros urabu)
It could have been a fun story, but there was not enough to really draw me into it. I was confounded when characters died with the respawning machine actively respawning you if you die in any other screen.
-Puzzles solved themselves
Lack of depth
"X" not working
"X" does nothing for me. At first I thought I needed to unlock it somehow, but a reviewer said he used it on the bunnies and I got one screen past that by faking them out with short jumps. No way to pass that screen, (maybe with a bunny suite booster jump?) If there's a double jump key, that was never made clear either. I even tried falling to my death multiple times and backtracking.
I normally wouldn't grade so poorly for what could be an issue with my browser as much as your code, but you chose to make this game obtuse so I think it's fair in this instance. A menu screen that was more than just a link, but had keymapping or options of any kind would have been nice.
At the same time, I did think it was clever that you play a controller, and pressing the buttons from his head change the volume. The puzzles were fun in an abusive kind of way. I think other cerebral 8-bit flash games have more narration and explanation to help players so even if a puzzle is difficult that at least understand in a vague sense what is going on.
I'm just grading on what I saw, which was not much. In fact I bet I'd like it if I could play it.
Overall, I liked this game. The puzzles required thinking outside the box and I enjoyed the weird, unconventional style of progression. It was short, yes, but since this game was a port, there isn't much you can do about that. The bee controls were the most frustrating part, even once I got used to them, however this did not kill the enjoyment for me. It was an amusing journey and the end was as weirdly fun as the game itself.
Yep, it's one of those games
This is a genre of games that is becoming more cliché and steretypic for each passing month. This will be a short review, and I've summarized it for your convenience in a checklist below:
-Can you win by doing little more except walking to the right? Check.
-Is it trying to be deeper than it is? Check.
-Chiptune music? Check.
-Retro pixel graphics? Check.
It's not that I dislike an attempt at telling us something, and it makes me happy to see that retro elements can be used and appreciated once again in games. But it has become an excuse to create "games" with no gameplay, interesting content or thought whatsoever, which actually aren't games, but some kind of random thought outlet. Why are we in a dream? Why do people keep dying? Why are we told this when we don't even care? Why the sudden mildly frustrating bee stage, an attempt at gameplay? Could we have been spared from that cringeworthy ending? Technology-wise it worked well, but that is something we take for granted with games.
If this was a first attempt at a real game, I would have looked at it differently, but your profile even says this is what you work with. 4/10 for solid coding and music.
If anyone here is up for an artsy game, I'd suggest trying out "Apples In the tree". It is rather impressing, and was made by a kid on his spare time.
This was made several years ago. But nevertheless - how is it "trying to be deeper than it is"? That's another question that pops in my mind.
All in all thanks for the honest review.
Am i a derp or is this reeeally hard :s
A demo of the K.O.L.M. Kickstarter game.
Fight against the HYDRA and show the world your best score!
A relaxed yet challenging puzzle with 24 levels.
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