A simple but effective use of the theme. Maybe a little too punishing on the wheel level though haha, I fell all the way back to the start. Nice job!
McFood
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Woops, I didn't figure out I could jump until I came here and read the comments. The gameplay was much more interesting that playthrough >.<
This game was very well presented, the tornado's face pulled me in from the first screenshot. Nice music, level design, art, use of the theme. Just nice everything. Great job!
Level 1 wouldn't load. I couldn't figure out what to do in Level 2 or 4, the third bounce pad doesn't seem to go high enough in 4, and is there a grappling hook or something for level 2? I'm not sure what the abilities were that I was supposed to be losing.
Music was catchy and I do like abstract colorful visuals, but it could use refinement and more realistic lighting to be more striking I think.
I actually didn't think I'd enjoy this much at first, since I've already played a few RPG Maker Games, but I was wrong, it was great!
I only managed to afford the hat in the end, spending the rest of my money on two zombie cures, and 4 potions when times were rough. Otherwise I spent almost all of the Morale on Mana, which worked well since they healed each other and did lots of spark attacks.
Personally I would have liked to spend more time buying and upgrading armor and weapons. I also think you could show the next battle or two somewhere, so that we could optimize the party and purchases for different challenges.
Overall you've done a great job. I enjoyed it a lot!
Very nicely done. The music, title screen, animations, and backgrounds come together to feel very polished for a 48-hour game. I found it very difficult to build the muscle memory of colors mapping to numbers, so I could only really make progress by memorizing the button presses. That's not my preferred way to play platformers, but definitely works for some players. Maybe if the numbers themselves were displayed on the hazards it would work better for me.
Anyway, great job overall!
I managed to win in the end when the agent picked up the bomb, then the food, then went back to the start. Most times though he went for the USB stick and stayed there. He also got stuck once or twice on a wall. Overall I liked the concept and the music + voice lines help it stand out from other games, but it might need some more bug fixing.
Also the level design can make it hard to win. For example the time I won, my agent walked past the guard on the top left, but once I knew he was walking in that direction, I had no distraction nearby to use on that guard, or doors that would stop my agent, so I was just lucky he managed to sneak by.
Nice job though, I had fun playing it!
Its a simple idea, but it fits the theme well, and I could not stop playing until I won. Nice job!
I think I had a bug though, I chose the green drop, it made it to the bottom first, but I still got the failure screen. I also think the finish line could be more subtle, something that suits the calm rainy mood better. Great work with the algorithm and sound design especially.
That was a fun mechanic, kind of like a single agent version of lemmings. At first I thought it could use a fast forward button for when winning is inevitable, but the later levels had enough to do that I think its fine as is.
The fireworks celebration at the end was a great reward. All it needs is more levels! Great job!
This was a great use of the theme, but I think the idea has more potential without the "Out of Control" part. You could still have levels that require higher jumps, more speed, less gravity, etc, and allow the customization, but if the controls were always nice to use it would be more fun to play.
Overall though, this was lots of fun, and really well presented. I especially liked the facial expressions on the robot.
The game fits the theme nicely enough. Gameplay-wise it was hard to find more than one winning strategy (One tap at the start wins), I also managed to win with 5 taps evenly spaced in the first half. The game could use a bit more depth though, maybe different levels? Some camera shake would also help make it feel more out of control. Nice job and good music though!
I like your original zero-g movement mechanic. The level design seemed like a good balance of skill and puzzling. I found it a bit frustrating as the levels got more complicated though. There was a bit of input lag when trying to turn, and combined with the randomly changing speed it was very difficult to time corners effectively. That fits the theme of out of control, but made it a bit frustrating to play.
The congratulatory voice lines were a great touch too :)