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Abigayl

13 Game Reviews

5 w/ Responses

Since this is your first game, I'll be nice and round up to a 3. There are several things that hurt the rating. First is that the ground detection fails when near the edge. You have to be more than 100% on the platform in order to jump even though you don't start falling until later, which causes a lot of deaths the first few times. The second thing is that there is indeed only one two-part level so the game itself is very short. Also, on hard, it's easy to be running so fast that you are jumping consistently and still miss a ledge (due to the first issue). Finally, why does hitting the side of a spike hurt, shouldn't it just be the top?

DeadlyCheese responds:

thanks for the review, will work on it and also the reason the spike hurts you on the side is just the lack of my actionscript knowledge :S otherwise i would have made spikes only hurt on top.

It's OK, but it has a nasty difficulty curve for having lives. If you are going to focus on a life-based game, give more opportunities for lives in the game... is it 10 coins or something for a life? There is no explanation of the gaining of lives, and after the tutorial level, you're tossed into the game. Also, there is hardly any indication of how much injury you have (noticed a slight red spot on the lives counter after being hit the second time). The only thing that saves it is being able to continue where you left off.

Interesting concept, but the controls/screen kill it. I could hardly get past the first obstacle (and having made these types of games myself, I'm a bit of a vet). When travelling normally, the gravity/upwards push is so strong that it is easy to overshoot, but you have to push strongly because of how fast giant obstacles come towards you. The screen size and the speed at which they come change it from being challenging to simply frustrating. And, no time is given to react to the change of direction before the next obstacle comes. Work on your difficulty curve and try again; perhaps then it will do better.

Simple concept, but it was well done. Unfortunately, it doesn't have a lot of lasting appeal, which is where the remaining 2 stars left to go find. Perhaps add some power-ups or different types of balls to keep things interesting.

kaolinfire responds:

Appreciated. :) A lot of the fun in the iOS version is moving the device around physically...I hear you that there's something missing with this one. Any thoughts on where/how powerups would work with this? I have a few ideas for TumbleDots2 that didn't make the cut for this...and I'm not entirely sold on them. 1 is to let the player blow up blocks every once in a while...and the other is to let the player "hold" a block from moving (which would basically freeze a line or column).

It's impressive how small you got the file size, but the game itself is far too flashy for my tastes. There are some times when the colors really get in the way of telling which way you are going. I also seem to be getting lag sometimes, especially while writing this (continuously colliding). It could really use a pause button too. One other thing is that with how the game is setup, using a back-and-forth pattern is basically guaranteed to give a high score.

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