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A fun and enjoyable new concept! Very minimalist but that's fine, better to have fun then to have bells and whistles. The music was catchy and appropriate. My only suggestion would be to make it possible to leave a slide with the left or right arrow keys instead of just the up arrow key, but that's minor and the game is fine as it is.
Just a tip about the shortcut buttons during the menus. Since this game only requires the arrow keys to play, I keep one hand on the arrow keys and my other hand holding my chin. As such, when you suggest the spacebar as the shortcut button to retry when I die for the nth time, I don't go for the spacebar, but instinctively go for my trackpad which is easier to find for me (laptop).
My point is, I would really like it if I could use the arrow keys to 'retry' and 'go to next level', so I can keep my left hand on the arrow keys all the time. I have never seen any game use these kinds of shortcuts, which surprises me a lot. Then again, this setup may counter any potential RSI by forcing to move your hand... but then again, I believe these games are meant to be played for short bouts by their nature... I'm diverting.
Anyway, have you ever considered using the arrow key buttons as shortcuts in menus as well? If not, I am curious to know why, perhaps there is something you/the flash-making collective knows that I don't.
I've played the game only for a short while, so I am not going to give your game a rating. First impression was: solid gameplay, good visuals, clear instructions, enough space to experiment with the controls at the start, but scarce... interface feedback. I was disappointed that the unlocked levels did not have a different color than the locked levels in the menu... it's just quicker to get it imo.
Furthermore, I'm kind of missing the motivation to continue playing. Just going for the [next] level is often not enough; I get the idea that people want to set their own challenges in the game they are playing... while I got kind of bored at the point dogs started to shoot pengiuns and I had no satisfying means to kill them other than to time my sliding. Add collectibles (=more challenges) or upgrades (=more gameplay variation) are my initial suggestions.
But man what a great background track this game has. I suddenly realize I have written a full-out review, so I'll add a star rating. 7/10, solid but not exciting.
Reviews
Rated 4 / 5 stars December 28, 2011
Fun for a little while...
It was a decent side-scroller. Not a lot replayability, but fun when you have freetime.
Rated 4 / 5 stars December 27, 2011
it was ok
its decent but the music sounds really great
Rated 5 / 5 stars December 27, 2011
nice
feels like a retro platformer with decent graphics
Rated 5 / 5 stars December 27, 2011
Fun!
A fun and enjoyable new concept! Very minimalist but that's fine, better to have fun then to have bells and whistles. The music was catchy and appropriate. My only suggestion would be to make it possible to leave a slide with the left or right arrow keys instead of just the up arrow key, but that's minor and the game is fine as it is.
Rated 3.5 / 5 stars December 26, 2011
Solid, but not exciting
Just a tip about the shortcut buttons during the menus. Since this game only requires the arrow keys to play, I keep one hand on the arrow keys and my other hand holding my chin. As such, when you suggest the spacebar as the shortcut button to retry when I die for the nth time, I don't go for the spacebar, but instinctively go for my trackpad which is easier to find for me (laptop).
My point is, I would really like it if I could use the arrow keys to 'retry' and 'go to next level', so I can keep my left hand on the arrow keys all the time. I have never seen any game use these kinds of shortcuts, which surprises me a lot. Then again, this setup may counter any potential RSI by forcing to move your hand... but then again, I believe these games are meant to be played for short bouts by their nature... I'm diverting.
Anyway, have you ever considered using the arrow key buttons as shortcuts in menus as well? If not, I am curious to know why, perhaps there is something you/the flash-making collective knows that I don't.
I've played the game only for a short while, so I am not going to give your game a rating. First impression was: solid gameplay, good visuals, clear instructions, enough space to experiment with the controls at the start, but scarce... interface feedback. I was disappointed that the unlocked levels did not have a different color than the locked levels in the menu... it's just quicker to get it imo.
Furthermore, I'm kind of missing the motivation to continue playing. Just going for the [next] level is often not enough; I get the idea that people want to set their own challenges in the game they are playing... while I got kind of bored at the point dogs started to shoot pengiuns and I had no satisfying means to kill them other than to time my sliding. Add collectibles (=more challenges) or upgrades (=more gameplay variation) are my initial suggestions.
But man what a great background track this game has. I suddenly realize I have written a full-out review, so I'll add a star rating. 7/10, solid but not exciting.