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Game comments and reviews
Sep. 18, 2013
Like others have said, I had trouble with bluesummer's single blaster approach for Sept. 18th's board. I instead made two blasters, set directly East and West of Odin city. When they begin firing at the creep, move them to the place specified; while they're loading, select Odin and work out your placement. I was surprised that it worked, but it did. Good method, and I've used it in a similar fashion to complete Sept. 15th's board too.
Aug. 30, 2013
To add to what Rellian said, weapons use the same energy to shoot that is used to build. If you build too much all at once, you'll starve your weapons for ammo, and you can get over run that way too. I generally make at least two blasters after I've got maybe ten collectors set up, just because you don't usually have that much time to claim a strategic area before the creeper swamps it. Definitely play the Creeper World Training Sim game first, the levels are easier and it walks you through the various tools.
Sep. 16, 2011
I like that you've the option for a fast-paced or slower game play, based on whether you decide to click faster or to let everything settle between clicks. On the other hand, I noticed that just about any level (besides the "no swimming" levels can be won by clicking quickly in a circular pattern... if your computer/web browser can keep up with you :P I froze it on a couple, but the navigation buttons still worked and it still registered that I'd won, so...
Aug. 15, 2011
Yup. It's a jig saw alright. Very straight forward. As a taste of what's available on your site, you win, potentially. As a stand-alone game with replay value.... I'd want more images to play, maybe a challenge mode with a timer, or something along those lines. This short and this simple, it feels a bit like a playable ad. Sorry.
I think it's a nicely executed presentation of this principle. I love the music! Like water, or wind; a very natural sound to counter the b/w/grey colour sceme and grid. I also dig that the beat while you run the patterns makes it seem the dots are dancing. I agree w/ SteelMike, that it's quite annoying that "quitting" restarts you from the first level, particularly seeing as there's no "abort" or "reset" button for those times when there's still time on the clock, but it's obvious that the current pattern isn't going to work out. It'd be nice to see a sandbox area, where you could just create patterns and let them run, but there're probably places like that already elsewhere on the interwebs. Cheers for a relaxing, soothing chill game.
Developer Reply
I will definetly look into fixing the quit/restart problem...thanks for the constructive feedback! :)
Aug. 08, 2011
Beautifully tranquil. A lovely game to play if you want to just relax, and not really think about anything; I like that you can make up whatever narrative you want as to what the significance of the green and red "spritelings". As such, I would proposition two modes: the first exactly as it is; freeplay, if you will. The second, give it some sort of story, or an environment you have to go through. With all this, I was trying to make up some story about what you're supposed to be doing, beyond the obvious; maybe if you go in a particular direction long enough, you encounter a maze, or something of the sort; a place to take the green sprites, maybe some other sort of puzzle, related to the sprites or not. You could have both within the same area; the option to simply glide and collect greens and powerups, or enter this other area and do... something else. To offer both levels of interaction, if the player is in the mood. I could also see this as a bit of a smart phone game, too.
Jul. 07, 2011
Interesting. After a certain point some of my IT people stopped fixing things. They just chill in their office, and there's a flickering light just above them. I've had a computer on fire for "days" now, which is a little entertaining, mind you, but there are starting to be more.
May. 03, 2011
heh. If you put buzzsaws too close together at the top, any shells that get up there will just roll indefinitely. It's currently around 200,000. I'm thinking I'll let it run until the end of my shift at work :D
Oct. 12, 2010
hmm... seems to not work quite right for me. I can take all the faster/lighter chems I want, but if I don't take any, I can't leave that first area and the playing screen flickers every few seconds; I think it's the second scenario trying to load... I'm running most recent version of Firefox on mac os x 10.4.11, for what it's worth. Lovely game otherwise; think I'll try it on the pc later, when I'm not taking a break from design work :D
Sep. 23, 2010
HAHAHAHAHAHA! Fabulous. Completely random fun. Poor kitty.
Sep. 18, 2010
Sadness. Doesn't seem to work on a mac. :(
Sep. 13, 2010
Has potential. I'd like to see a "click to continue" type of pause between levels so you can rest your hand a little. Maybe special pixels that slow the fall, suck pixels towards you, only grow you horizontally or vertically, stuff like that. Make it more interesting, give the player something to aim for so there's some room for strategy instead of just mindlessly shaking your mouse back & forth.
Aug. 04, 2010
Lovely little game. Echoes the sentiment about a "congratulations!!" type something or other. That I feel would push it to a 5/5. Graphics are also a little simple; such a nice relaxing and simple game, would love to see some beautiful imagery to go along with the feel you've already got going on here. I like DanTheDragon's idea of a fish tank, or maybe a little animation of exploring the shipwreck, possibly a way to tie into the next game? Would love to play a second chapter, would love a badge on this one. Cheers.
May. 18, 2010
Thoroughly dig this game. Question though; when you turn the enemies into chickens, is there a way to collect the chickens? Description says "Cheap, tasty, & a marvellous pet!", but all I seem to be able to do is kill them. Just wondering.
Dec. 06, 2009
straightforward and relaxing. A bit easy, it would be interesting to see if there were ways to make it harder. First would be to give a greater number of colours to choose from-- for those that you have to use four colours to finish, it's automatically a gold star... I do love the music- repeating w/o getting repetitive. I agree w/ the badges sentiment :D 5/5
Nov. 25, 2009
oh, and a pause button would be nice.
good game, enjoyed the first one too. Interesting addition of the bungee cord, though I've found a sometimes bug w/ it; instead of wrapping around, it will pass through and wrap the opposite way, making it impossible to get out of certain places. This is the second time I've had to let go & off myself because it wouldn't let me out from under something.
Nov. 24, 2009
RGB= Red, Green, Blue. Used to denote colour as derived from blending light. CMYK = Cyan, Magenta, Yellow & Black. Used to denote colour as derived from mixing printer's ink. Obtaining black varies by method; combining all light-based colours gives you white light, as can be proven with a prism. Monitors are fancy light boxes; if the lights aren't on, the colour displayed is black. Thus, black is 0, 0, 0 whereas white is 255, 255, 255. Varying how much of which colour gives the full spectrum. http://www.rgbworld.com/color.html ^ explains more in detail.
Oct. 19, 2009
Very nice game, I like the concept. I just wish there was a way to pause a round rather than having to exit out and restart
Aug. 31, 2009
Pretty much what everyone else is saying: obvious differences that you lose points for clicking on, and tab + enter is enabled, negating the whole point of a spot-the-difference game. In addition, storyline & imagery is very similar to Dreams, from DifferenceGames. It feels like a poorly made rip off. Sorry.
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