Star Fall
par GoldenGearGames
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Star Fall
Tags pour Star Fall
Description
Développé à l’origine pour la compétition « High Velocity » du Experimental Gameplay Project en mai 2010, ce jeu raconte l’histoire d’une étoile filante qui s’éteint. Attrapez les Rêves et Rêves dorés pour recharger l’étoile tout en évitant les Cauchemars. Les Rêves arc-en-ciel ont des effets aléatoires comme une étoile géante, un bouclier anti-cauchemar ou une traînée arc-en-ciel.
Comment jouer
Utilisez la souris pour vous déplacer et collecter les rêves tout en évitant les cauchemars dans ce jeu ultra-rapide.
Mises à jour des développeurs
Reviews:
Rock Paper Shotgun
http://www.rockpapershotgun.com/2010/05/31/harder-better-faster-stronger-starfall/
Kotaku
http://bit.ly/9tYwSf
Commentaires
Tsara
Jun. 12, 2010
Way to fast to actually have any kind of strategy. You basically can't react fast enough to do anything other than just let the game scroll along. Decent enough concept for a simple game, but needs more (other than the speed adjustment).
Selva
Jun. 12, 2010
Hmm... Paralax scrolling. Mouse control (sluggish), Bits moving to fast to deal with. What is experimental here? The mosaic lok is cool though.
YaGames
Jun. 12, 2010
This was written for the High Velocity competition. http://experimentalgameplay.com/blog/2010/05/may-means-high-velocity/
It met its goals.
GoldenGearGames
Jun. 12, 2010
One strategy that was suggested but not part of the original design is to occasionally take a hit from a nightmare to slow down and regain control.
Blue101
Jun. 12, 2010
(first!) well this was not even really wroth my time :(