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Test Subject Green

rated 3.89 / 5 stars
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Action - Platformer - Hop and Bop

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Credits & Info

May 30, 2012 | 5:09 AM EDT

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Author Comments

The second chapter in the test subject series with new developments afoot!



Rated 3.5 / 5 stars

Am I the only one who realized the one who stole green was the enzym from last game?

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Rated 5 / 5 stars

i bet the first game.
now i beaten the second.
awesome video game.


Rated 4.5 / 5 stars

nice, interresting concept and good graphics the game was fun simple and not very complicated i like it i suggest to add medals and a level editor in the sequel it will make the game even better

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Rated 3.5 / 5 stars

Started as refreshing and new, but became more of the same in a more frustrating package.

First of, good game. It has fitting music, controls could be better but respond intuitively. Game itself is simple yet challenging, if not too challenging. Prone to lagging.

When I played this game, I immediately realized that there were no instructions what so ever and that if you wanted some, you would have to play the first game. This is a mistake as you didn't even put up a proper message or instruction screen about this.
However, the controls are simple enough and the enemies as well, that this flaw can be overlooked.

Music and graphics were more of the same, which isn't to say that they were bad. They were good.
However, what really struck me as great, was that after a few levels, it changed and it affected the levels as well and how the background and the pre-level screen changed. I had hoped for more of this, as this was the most interesting aspect of an otherwise, nearly identical game.
Much to my disappointment however, after this change in background and the gameplay in one level, nothing else changed. It was more of the same.
This is a real shame as it could've been expanded into something much, much more. A wasted opportunity, in my opinion.

The gameplay, as I said before, was more of the same. Just because you introduce lasers, both fixed and timed, as well as moving teleportation doors/walls and blue and orange teleportation doorways that are activated by a button, does not mean improvement. It means more gimmicks to play with. If you had incorporated this properly into your level design, then perhaps it could've made the game more interesting. It didn't.
They were unoriginal obstacles that appear in many games before. The lasers? Think of them as walls you can shoot through, not new. Timed lasers? Just have patience, or duck. Moving teleportation walls? Have patience and be in the right place. Blue and orange teleportation walls? It's basically a 'shoot-at-lever and make-door-open' gimmick. It felt as lame as a 'grab-key-open-door'.

That is the main reason why I liked that one level with the major change. Too bad you didn't expand with that.

Also, it was obvious that the level testing was perhaps not done properly, as some early and mid 20's levels were frustratingly hard (because of the mimic), while level 29 and especially level 30 were so easy you could just stumble around and win.
It seemed as if, somehow, all the new gimmicks and obstacles gave the creators too much to play with, so they couldn't really specialize into it and make it work fluently.

So, test your levels, get some real creativity into both your level design as well as the obstacles/plot themselves, make the difficulty scaled, make the mimic less annoying and you'll have a much better game.

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Rated 4.5 / 5 stars

Add a level editor to the sequel! plzplzplzplzplzplzplz...!! :D

I had no problem with the difficulty, of course it needed some intuition and out-of-the-box thinking and some levels felt like running in circles, but that's fine as long as it can be accomplished in a few minutes. ;)