Cool-ish, but needs work.
Some glitches need to be resolved, and facing off against some bosses might be cool. Also, in the animations, the block falls responded to the music in a way. Having that here would be interesting, as it would be a rhythm game as well.
One last thing, what's with all the colors? What happened to the bleak grey blocks and the blue skies?
The CONCEPT is interesting, but...
The gameplay itself is a little boring.
One set path, and one life. Well, more than one life, but they are all wasted on your stupid character repeating it's own death. This is not the concept of free will, this is pretty much the opposite. DON'T follow the EXACT SET PATH, and suffer the consequences of watching your character die, over and over. Pointless game.
On the plus side, the graphics were done very well. Good fucking job.
Boasting of no gameplay...
Yet, full of it!
(I beat it on my second try in 461 seconds! I dare ALL to beat that!)
Actually, I liked it!
I had to stop cause real life intruded, but does it just loop forever?
Unique idea, though!
It reminded me too much of Geometry Wars: Galaxies (DS, Wii, a few other platforms.) Why?
-The ship looked similar in design.
-Same style particle explosions
-One of the enemies (The purple spinning star thing) looks exactly like the Wanderer enemy from the previously mentioned game.
Oh, and who's the dick who keeps labelling all the reviews useless?
"Oh, and who's the dick who keeps labelling all the reviews useless?"
That's a very good question!!
My only problems were the fact that the menu was a little unresponsive at first, everything was too big (or the window was too small...) and that the missiles were too hard to avoid.
Fun, but too difficult.
I rather enjoyed this game, however much I had my ass handed to me by 2D shapes on a computer screen.
A few suggestions:
-Slow everything down a little bit.
-Increase range of vision.
-Have the option to constantly have your ship at the center of the screen. The moving camera that follows my aimer really threw me off.
-Instead of extreme slowdown, maybe have the ability to slow down time less. For example, instead of everything nearly stopping completely, use the number row above the letters each have a different slowdown speed. The slower time goes, the less the ENERGY regenerates.
-Shorten respawn time, and/or at least show whats going on during respawn.
-Give enemies the ability to attack sentries instead of them just fading after a set amount of time.
-Make the radar larger, and allow people to bring up a fullscreen map, while still being able to pilot the ship and shoot.
-Make the play area much larger, but limit how far the player can go. This allows the player to prepare BEFORE the enemies arrive. Once they enter the range, firing is allowed. Possible excuses for this could be signal range for controlling the Reaver remotely.
If I think of any other ideas, I'll fit them into a PM.
The wall jumping felt off, there should have been some more attacks, a few more enemies (Like, goombas that take 3 hits to kill) possibly some weapons (Even if there are no ACTUAL weapons, maybe some weapons that come from a fireflower. i.e. the standard fireball toss, uber powerful line of fireballs that starts straight and arcs downward) and a few more environments.
And also, an actual Power Star game where you get to play as evil Mario would be awesome. Maybe just as a bonus for completing the game.
I have to spoil it, but....
To open the lockbox, you need to calculate te numbvers on the skull, but look at the symbols underneath the various text boxes on th lock box. There are mathematical symbols. USe those to figure out the code!
Great game I'm a Freddy Fan.
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