Forget these haters, and for the love of god don't add "achievements and unlockables" as that one guy suggested. I see kinda where you're going here and think it's really cool direction.
Here's my criticism: It seems like there is currently no "right" or "wrong". Personally I would like to get some feedback on whether or not I'm hitting the buttons at the right time. Even if you dont think there is a "right" time, I assumed that I was supposed to be keeping the lyrics in sync with the singer.
Second, if I ever fell really badly behind, I had to mash the space button to get my lyrics back up to speed with where the song was, that was kind of odd and jarring.
Also, it wasn't clear to me how many times I was going to have to press SPACE for one of the long words, like "diamonds" in Rihannas song. I kept pressing it the wrong number of times. Maybe add some kind of visual indication of how many times the person is going to have to press SPACE for the word.
But overall I enjoyed it and think it could be really cool.
Very useful review.
Game focuses on trial and error, and yes i'm working on an "auto bump". And the game aspect will be added after i start charting some music. So hang in there..
And some advice, if you alternate between space and click you are able to bump the lyrics considerably faster.
I liked your game a lot. I didn't get any "message" from it, but the exploration gameplay and subtle puzzles kept me engaged till the end. It's cool how exciting a simple change of color palette can be when colors are so restricted. You definitely explored multiple interesting elements of design here.
My one suggestion would be to experiment with different text being displayed in the game. The "i'm awake", "what will I become" theme definitely set an atmosphere, but I wonder how you could change the feeling of the game just be changing what was in those text boxes. Do you think you could give the game more of a Portal feeling if the lines were like the maze sinisterly talking to you ala GladOS? Or something else.
Anyways, I doubt you actually intended to get a message across, but were more just trying to illicit a specific feeling with the dialogue you chose, and I'd say it worked. But it'd be cool to try experimenting with other stuff.
Hey, nice job creating a solid engine. I would definitely consider adding just 2 things. First, some background music. It's so quiet. Background music helps keep the player excited and feeling good. Second, a noise for when I fire my gun, not just when it hits something. That will make firing the gun feel better. It's also just something us gamers have come to expect.
Think about it.
I know that it's basically tradition to give a game you like a 10, but I'm from outside of Newgrounds, and out there, 10 actually means effing amazing, nearly perfect.
This game is okay. I'd give it a 6. It's a little funner than the average game.
Stupid puzzles, great art
I'm sorry, this game should not be receiving tens. Whats with the Newgrounds community and giving everything tens? The puzzles are not only super easy, but require very little effort or thinking. The art is amazing, of course, but doesn't make up for the lame game play. Grow some balls Newgrounders.
Awesome job, man. This is a sweet, sweet little game. I had a good time with it and enjoyed showing it to my friends. So beautiful.
There were a few things that kept me from giving it a ten:
-It was difficult to discern how close I could be to one of those ice volcanoes.
-I didn't like that some of the puzzles were not meant to be solved your first time through. For instance, when the buildings are crashing down around you, it's impossible to know where you need to be to survive the top of the building falling onto you. I just had to learn through trial and error. It might keep the excitement up if each puzzle could be solved with quick reflexes and keen perception, rather than forcing us to have guinea pig lives.
The cinematic touches were excellent. Being released from the enclosing ice was a great scene.
Keep up the sweet work
I guess the trial and error thing might be down to the fact that it doesn't FEEL like a memory game, when that was originally my intention. Its true, you have to die a lot to work out the best route, but this challenges memory over intuition and yeah, that's not everyone's cup to tea.
Incidentally, I placed bubbles at key points to mark where best to stop etc. but this was a loose system.
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