Good job, Ubisoft. You've convinced me to buy Rayman Origins.
The game plays pretty well and I can't spot any glitches, but one serious problem is that it is almost impossible to see a rock quickly enough to move out of its way. Perhaps lowering the character's sprite and/or decreasing the size of the rocks would make the game feel more equitable to the player. However, this problem is eliminated by another problem: the pattern in which the rocks fall. Once I realized there was a five-step pattern, the game suddenly became hilariously easy.
Perhaps when I point out these issues, I am not considerate of the fact that the entire game was made in three days. This is a pretty neat time killer, but it could use some work.
The concept is very nice and it's easy to tell that lots of effort was put into the project, but there are quite a few bugs that interfere with the gameplay immensely. I'm sure this game will be much more positively reviewed if the bugs were to be worked out.
This game is pretty great! It's definitely a creative way of turning Pac-Man into a PuzzleScript game. The gameplay is really creative and the levels manage to increase in difficulty while maintaining basic and simple rules. My only complaint is that it seems a bit short and there are few game mechanics other than to move Pac-Man, avoid ghosts, and collect the white pellets. Perhaps adding warping screens or power pellets could somehow enhance the gameplay and allow for more interesting puzzles? Regardless of this, I think the game was really fascinating and fun to play. Keep up the good work!
Overall, this game is too simple. The gameplay is fun for a little bit, but then it just becomes repetitive. The graphics are fine, but overall they seem uninteresting and dull. The same goes for the music: sufficient, but plain. This project could have been much more interesting if there was more effort put into the features, but all in all it feels empty.
Pretty good overall! The graphics and sounds are nicely done, and the musical track certainly adds to the somewhat mystical atmosphere of the game. However, the game's plot, although having a concrete conflict and goal, just seems somewhat obscure. Perhaps fleshing out the backstory or giving more information on these dragon creatures could help to further captivate the player as they play the game.
The gameplay itself has a few minor issues, the most agitating of which is the lack of a pause button. Also, as the previous reviewer stated, it can be tedious to exit to the level select screen to find that your progress has been erased. Finally, now I am just nitpicking, but I think those are hexagrams, not pentagrams.
This game could use a few alterations, but it is still a rather decent game with nice sound effects and visuals.
Thanks for your feedback, CrocaDino. I really appreciate it. I updated the game description and I would like to agree on the fact that the story telling could be more detailed. I will think of reworking it in a way that it might give some introductionary scenes / cut scenes? (A game is never finished, I think)
As the game is about solving a puzzle in time, I struggle with a pause button. But on the other hand, you're right. I could simply darken the screen / covering the puzzle to allow a pause from the game play without "cheating" :)
With every stage, the puzzles get more complicated, but the stages also get "shorter". So if you pass all rooms in a stage (you solved the stage), it acts as a save point. Maybe I should add the information somewhere on the screen what your position in that stage ist (i.e. room 8 of 12 or 4 of 5)?
This is a really inept Flappy Bird clone. Firstly, the gameplay is quite odd. You have to be unnaturally precise just to get past the first few sets of beams, as clicking just a bit too rapidly sends the character up into the air like a grasshopper on cocaine. Also, it's easy to tell that very little work is put into the graphics. The visuals just appear extremely sloppy overall, such as the beams that cut off awkwardly, the rushed portal design, and that scrolling checkerboard pattern in the background. This is a somewhat interesting concept for a spin on Flappy Bird, but serious polishing can be done.
This game was so much fun to play. With its jovial and colorful graphics, smooth controls, interesting concept, and a soundtrack that goes perfectly with the game, Disposabot had me playing for quite a while. I noticed, however, that an I-Tetromino does not appear as one of the clouds in the background. This was so much fun to play, and it's easy to tell that lots of effort was put into this. Excellent job!
In my opinion, this game is not very entertaining. The graphics in the game are okay, although they weren't really that fascinating. The music was very well-done, but the tracks did not seem to fit in with the actual game that much. The gameplay was definitely not compelling, as it was just another Catch the Falling Objects game. Overall, the game was kind of alright, but not something that would motivate people to keep playing.
Overall, this game was simple, yet addictive. The music is perfect and goes nicely with the feel of the game. However, the gameplay was just a bit bland and seemed to not require that much effort to play through. I literally stared at the screen for at least a minute as I watched the spikes fly past my character, waiting for the spike that would be below me. However, it was interesting and I beat the game on my second try. Nice job overall!
Thanks for the feedback. I'll try and make the enemies adaptive to player position.
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