The difficulty curve . . .
is pretty steep once you hit world 2. Nothing wrong with difficulty, but after you've gone to all that work making moving very quickly to the right fun (as all hell, don't get me wrong) you go and put us in spiky vertical labyrinths every other level. Just breaking up the later levels with the occasional "hold down right and jump" section is all it would take...
Other than my whining, well-designed game here.
Frustrating for the wrong reasons
Go to TvTropes, type in "Fake Difficulty." This game has that--which is unfortunate, because the environments are really nice; I stopped at level 5 but I thought the stack of dead robots (on I think level 2?) was a nice touch.
Really it's all on the movement system: it's not a bad idea to have momentum affect the player character's movement, but in a puzzle platformer where much of the game is dependent on precise timing it's VERY frustrating ("The Mind Bender" had a similar problem, but didn't look nearly as nice as this).
Music's nice, I didn't notice any bugs.
One nitpick: neither the "Next Level" screen nor the sound it plays seem to fit the game. Not a big deal but it breaks the feel you have going here.
Where's the main event?
Obviously I never played the first one, but this feels like you took a really detailed upgrade system out of a real game & just expanded it to include everything you could think of.
It's well done, in its own way, and if the other reviews are any indication there IS an audience for this kind of thing but to me it's like you took the most tedious part of a point & click adventure and tried to make an entire game out of it.
Combinations are pretty arbitrary and human-centric, by the way.
Well-executed but pretty standard
The design, animation, and sound effects are nice, but there's not much TO this game they're part of. In list form:
The lives limit is unnecessary. I'm sure it doesn't bother everyone, but you already have a health system in place, so why even bother with lives?
Those parts where you hit that coil thing and start flying are exciting until you realize that's not part of the level; maybe that becomes more important to gameplay later on (I certainly hope it does, that could be cool) but between the slippery movement and that damn lives system I couldn't get very far into this.
And not to nitpick, but if the up arrow and/or the W key aren't being used for anything else, can't we have the option to press those instead of the spacebar to jump?
The seeds of an interesting game are in here, but the level design is boring, the camera doesn't move up & down to keep the player character properly in frame, and overall there's no gameplay- or story-related inducement to see things through to the end.
Was not expecting
the ponies. :D
Also, that smoke-monster platformer section needs to be its own game.
Could we get checkpoints or save points or at least a "continue from previous room" after the endgame screens? The game is really very good, but not "replay the whole thing over and over to get the different endings" good, you know?
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Could you please...
...allow control with the keyboard? Mouse feels imprecise to me.
It didn't bother me personally,
but you might want to get rid of the 'lives' limit. It's unnecessary, really.
Otherwise not bad, not bad at all.
I love the evolving method of upgrading, and the mutators give a good balance to one's forces; all I really have a problem with is the lives system (seems unnecessary) and that I wish the swarm didn't...swarm (re: clip over each other) so much--makes it painstaking to select or reproduce just the one you want.
being able to zoom in and out could be cool; I know most people won't have a problem with the scrolling, but I did...
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