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Monkius

210 Game Reviews

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Lol, the "save bunny" level (third ending) was a proper pain in the ass. But in a good, "wow, what a clever puzzle game" sort of way.

I can't figure out ending #1; I thought it may have been getting the thief with a purple skull on level 20 while they are splitting up, but after like 20 attempts--if this is the solution, you have to time it reeeeally tightly--I think it finally touched him and did nothing, so I gave up. The solution is probably something really simple and obvious, but a short "endings walkthrough" may have been a good addition for the completionists among us.

Rambling aside, great game and great puzzles!

jronn responds:

I'm glad you enjoyed it. As for the ending #1, it's definitively less obvious and harder to find than the other two, and does require a bit of tempo (nothing close to pixel precision / ms timing though). You were on the right track, but purple skulls will only hurt purple zombies.

***Spoiler*** solution: https://imgur.com/a/eTO6fiY

I got really annoyed with it until I took the advice in the author comments and played easy mode. Maybe just have everything but easy mode greyed out at the beginning and the harder modes can unlock as you progress.

Really cool how it jumps back and forth to try and throw you for a loop. It almost did on hard mode, but I made it through with 1/3 hearts/lives. "Super hard" was just hopeless, lol; it certainly lives up to its name. Especially difficult on "counting sheep."

It wasn't immediately obvious what I had to do in each level when I started on medium, but I'm sure this could be solved by the greying out of everything but easy at first. If not, maybe some succinct descriptions like "watch the line order" instead of a title like "waiting line." Other levels, like "jump order" had this already.

xmatos responds:

Thanks. I thought about it, but I didn't want to make the player have to restart from the easy mode, in case they played the game in a later day(it doesn't saves progress), but I could've make it more clear that easy is recommended, maybe I'll add something, thanks again!

Got 0 first time around;
76 on the second.

I think it would be nicer if the score were more out of the way in a corner or something. As it stands it freaked me out a little the first time I moved the "dot" over the score, since it is the same colour as the line I'm trying to avoid.

That's a minor gripe though and probably doesn't bother everyone... Fun game, though! Oh, and a pause button would have been good. As I write this, the dot is just getting crushed over and over and all I hear is BOOM. BOOM. BOOM. Lol

ROCoGames responds:

That's the highest score I've heard so far. Thanks for the feedback i'm glad you had a bit of fun with it :P

Lol, the air horn gave me a chuckle. As did Larry and the "BFF."

Silly, weird, awesome; solid early effort. I am subscribing for more.

The "Ultimate lobster" button doesn't work, though. Not at 100k points, or even a million. :(

EpicNarwhal responds:

Thanks for playing and enjoying my game! I will check why the final button doesn't work. All that happens after you click it is an end screen so you really didn't miss much.

Update: I fixed the final button:)

Normally I find these types of games exasperating, but this one is a bit interesting in that I can't use click automation. I've seen the "mouse movement idle game" scheme before, but infrequently. So, that's nice.

Also, it's cool to see the improvements between the previous idle game and this, and eventually moving on to "Lost Keys," which gave me a proper chuckle (I also found it imaginative and original.) I'm interested to see what comes in the future.

Anyway, some feedback: it doesn't make sense to be able to buy more than one auto-upgrader--and maybe buyers too, I didn't check--rather than simply having them capped at a single upgrade. The game also loses its appeal rather quickly; I am of the particular opinion that idle games are like the world's worst slot machines, so I view the fact that it loses appeal quickly as a good thing. It caused me to nearly double my original rating, lol.

I was expecting another crappy farming idle game... Boy, was I surprised! I got something weird and surreal and I'm still not sure what happened, exactly or what that tentacle-rock thing was.

Zero complaints, though; progression was not overly slow in the "musical" round and the "skill/speed" round had a good difficulty curve and it was intuitive to figure out which colour does what. It took a swear word or two, but I /did/ eventually finish the fourth quadrant of the second round.

Bravo; I can't give this anything but 5 stars.

Pretty sweet for a game jam game! I played until level 10, if the upgrades are any indication (4,7,2.) A level number in the corner would have been nice, as would a "Round # Complete" message at the end of the level.

I know a huge backstory is beyond the scope of a game jam, but I hope you add more of a story, should you ever make a larger-scale sci-fi game in the future.

zwolya responds:

It tells you the number at the /beginning/ of each round ;)
But I agree, I also debated whether to put the high score (should you fail to meet it) when you lose, but I figured you could see that as soon as you click back to the menu.

Fresh concept (as far as I'm aware) and infectious soundtrack; sort of a shame that it was so short.

LightWolfStudios responds:

Thanks for playing! The game was initially created as part of a game jam but was never released, so we decided to finish up what we had so everyone could have a chance to play it. :)

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