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Game comments and reviews
Oct. 11, 2009
kinda short and easy. but a good idea.
Oct. 04, 2009
Not a bad concept but it needs some work. I would clean up the menus a bit, the blocks that are the enemies look very much like they correspond to menu items. the game play could use some deviation, once you stack 2 blockz on top of each other, its pretty much like you only have one left. Try experimenting with the AI and having some try to lead in front of you, or behind and see where the game play goes.
I would work on the jumping mechanics. Platformers need to be fun to run around and jump in, even with no objective or level. If you look at games like Jumper, Money Seize, or Mario 64, you notice that they have a variety of mechanics that can make movement interesting even in an empty room. Adding simple things like sliding, double jump, any sort of trick jump that takes a keystroke instead of a key, will expose huge amounts of level design options and really help the game shine. Also I would consider pulling the camera back, you have not left yourself a lot of room to make complex and unique levels.
decent enough platformer. seems like it keeps introducing new challenges steadily. However, there is no learning curve. It is important to display new gameplay elements to the player in a safe environment. teaching the player that blocks disappear and saw blades kill them in the first 3 seconds of the game (by killing them) is enough to make most people quite right there. I'd suggest a slower start, where there is no threat to falling through the blocks. Perhaps even go so far as to have a single level to introduce the 4 concepts presented in the first level (movement, disappearing blocks, enemies, and level goal)
Jul. 14, 2009
131,540,0 (was the game plays when i loaded it up)
10,20,350
Jul. 13, 2009
so ... mars on day 4, made a 20 minute run to 115k feet then got bored.... what happened to the difficulty?
Jul. 09, 2008
buffs can miss you when your hit rate is lowered, bug or feature? discuss.
Apr. 19, 2008
loved 2, very disappointed with this one though. Song choice shifts to much away from gamer melodies that we all at least recognize. new interface to visually complex for its own good. Having hold bars underneath arrow keys is very hard to read. 2/5
Jan. 02, 2008
Loved the game, loved the portal puzzle; but they really shouldn't have been together. It didn't fit the game flow at all to have a gate that late in the game. Especially when you never have to use that style of thinking ever again.
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