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Reviews for "Invisible Gauntlet"

this is new

good to train memory

It's good

Personally, I didn't really finding it hook me. But it is a very interesting design, and a well made game.
One or two things...the death sound is a little annoying, it's rather loud and blaring ( though that may have been intentional to give the player a reason to avoid dying ) and the music loop...well, it's a little bland, but at this point I'm just nit picking.
Voten fouren here.

Good Game, but could be better

This was a great game. I've never played anything like it. It's amazing how simple timing traps that appear easy can become infuriatingly difficult when you can't see what you're up against.

But I think this game can be better. You should include the option to show the grid at all times without holding down a button. holding down space while using wasd made my hand cramp up and as a result lead to some unnecessary deaths.

Also, I think you should give the player some reward or at least some confirmation for passing the game other than warping you to a point where you can only commit suicide. Even if it's somthing as simple as a screen that says "congratulations" or "did you actually think you could survive?," you should still somehow let the player know that they beat the game.

Overall, good concept and a good game. :)

Bulortio responds:

hmm? there is a win screen. I'll check out that teleport death thing, that shouldn't be hapening

Excellent Game, but a bit repetitive...

This game idea is fantastic. The style is reminiscent of "Chip's Challenge" with an excellent memory/timing bit added as a sort of twist.

The reason I'm giving it an 8 out of 10 is that I find it lacking in two areas with the same sort of reasoning: The music/sound, as well as the visuals, are very repetitive.

While the ticking is important to solving many of the levels, it does wear on you, like trying to concentrate next to a grandfather clock. I'd recommend a lighter sound for the earlier levels, and the intense "Clock" tick for the intense ones. I'd also change the music every 10 levels, from basic, light music, to a bit more of an action theme, and then on to the music you already used for the whole of the game.

Visually, you could change the looks of the spinners, and even the color of the blocks or fog, every ten levels with the music. That way, it really feels as if you are progressing.

...a couple of people said that a skip button might help. I disagree. If that button exists at all, it encourages skipping. To avoid frustration (and I assume this would be complicated as far as programming), you could adjust the difficulty of a given level after a certain number of failed attempts (remove a blade, make them slower, add more lights, etc...) so that a player can eventually move on, not immediately at the push of a button, but rather with a slow, deliberate change in difficulty.

Overall, as I've said, I appreciated your game a great deal. I am proud to say that, despite the play style growing steadily more stale as I went on, it held my interest through all 30 levels! I wasn't timing myself, but I think it got me for about 30-45 minutes. Good work, and make more! (A sequel, perhaps, with a different, not-so-everliving adventurer? ;) )

Nice

It's very interesting but a little hard.