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168 Game Reviews

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Pretty good entry to the contest

It lacked variety, but made up for it in the "see how many you can volley" factor. And the AI of your partner wasn't too shabby. Normaly in games you end up wondering where the "intelligence" part comes into play with the characters who are suposed to aid/help you out in a game. But the girl actually kept up her end as long as you didn't smack it completely out of whack. The graphics were good too, though there was only one screen to look at.

The only thing I thought off was your comment that the reasonable scores started at 5,000. I died out at about 2,900 at my best... granted I wasn't trying to master the game or anything, so I am sure with more practice I could do batter, but how long does it take to reach 50,000?

The little object you hit around in Badminton is also referred to as a "birdie". Which is probably a little more kid friendly than the "shuttle", or "shuttlecock" nomenclature also attributed to said object.

bukKkk responds:

The scores don't go up linear, so the further you get, the faster does your score multiply. It's just a little to hard to get a hang off if theres nobody to explain by your live-action-side, like I was when I tested this on the target audience. It's a little late for an easy fix on that, but eventually the game will reward your restless attemps to get into it. Thanks again for the useful feed. :)

I thought it was pretty good, and original

Kids like puzzles. This is a lot like any of those kids toys where you put the farm animals or cars or whatever into their specific-shaped holes. Granted, those are pretty much for younger kids, probably between 2 and 4, like toddlers. But, with the requirement of computer controls and having to use the rotation wheel to affect the rotation of the object, I think you have significantly ramped up the difficulty for it to be worthy of a slightly more mature audience.

Good job, and good luck with the contest. There seems to be a lot of worthy competition for all of our entries.

Pretty neat... kinda buggy

I liked the concept... but I ran into a bug when I played more than once. The first time I died, I restarted, and everything was okay. I died again, and noticed that, even though I had been playing a while and should have probably racked up quite a high score, my score on the end screen didn't appear. It just said "Score: [blank]". I noticed that the screen was also tilted a little less than 45 degrees... and I couldn't remember whether it was that way the first time I died or not. Then this is where it went a bit more haywire. When I selected to "Retry", the menu was also tilted that same angle... and when I started the game, it too was tilted, including my health and water bars and everything. My guess is that you tilted the game clip for effect at one point, and then don't undo it with a certain path taken via the buttons/menus.

Fair gameplay

One of the only problems with the mouse-controlled reaction games, where you have to span almost the whole stage of the Flash is that, when you mouse leaves the stage, you are no longer controlling your character. This becomes a problem especially when the mouse pointer is hidden on the Flash itself... you lose trakc of where it is, and it becomes easier to "fall off" the stage and lose control.

It could definitely use some improvement. But it is a pretty solid game for kids.

I really like the concept

And the execution is great on so many levels. And i know you said not to talk about the speed of the reactions... however, I know from personal experience that children have a tough time having the patience it takes to learn to time the hitting of a button, or key just right. My own kids are where I have the experience. My daughter is really good at games, and can understand and execute on just about anything I teach her... but the one thing that gets her almost every time is when the reaction of an executed move or button press is not almost immediate. She expects it, I think. That she needs to wait until the need for the move is imminent before pushing the button. She was playing Tom Raider Legends, or something, and she was making her way all around this training environment... even into some of the secret areas, but the one move she rarely pulled off was one that shot out a cord that attached to a hook above the character's head and allowed her to swing on the attached cord. It was because it took a moment for it to latch, so you needed to know you had to press it ahead of time. She would almost always press it too late... which is what I would fear for this.

But... there is something to be said for teaching patience. And if a kid is interested enough to give it a chance, they will most likely try and learn to pace themselves and learn when that opportune time is. Hell... maybe you have the best moral of all of our submissions to the contest right here in your game.

Pretty good game.

At one point I found myself wondering at what age/grade kids are introduced to algebra. The question was something like what number you take away from 9 to achieve 5... which is an algebra problem. Simple, yes... but still algebra:

9 - x = 5

Not that its bad to introduce anyone to algebra in the least.

Overall it was a good concept. And a solid entry to the contest. It'll be interesting to see which entry wins that top prize we're all gunning for.

Pretty good concept

I probably would have gone more for a randomized order of presentation, that would possibly randomize itself again and start over if the player were to run through all of the scenarios, rather than randomly selecting one from the set each time. As some others said, it happened sometimes that I saw the same scenario 2 to 3 times in a row. I played it a second time, and ended up seeing a few that I never saw in my first go at it. Other than that, it is a good concept, and something educational for the contest. With so many decent entries, it's a shame we can't all win.

I liked it

The ability to combo was a big plus. Though I think it would have been more enjoyable had you ramped up to that ability sooner. I realize you're probably randomly generating the fruit locations and speeds, but it would have been cool had there been a definite way of grabbing the fruits in specific combos so you wouldn't have to miss any if you timed it exactly right.

I'm enjoying taking a look at the other entries to the contest. I was so knee-deep in my own that I haven't really stopped to take the chance until now...

Good luck to you!

Good concept

I like the control style. It makes it more challenging to dodge corners and whatnot. I also liked the keys and gates/doors aspect. They made it feel like a more complete/full game. I see where you could really get complicated with your mazes, which is cool. I've never entered a contest on here before now, so it is cool to see the other entries and get a view of what we're all up against.

Good luck in the contest.

Actually kinda tough...

I finally got my submission submitted, and thought I'd take a look at some of the others...

The speed of the trash falling seemed to ramp up pretty quickly. it got tough fast to dump the trash when needed and get back to catching the pieces. Also, without levels or clear breaks in the action where something different happens, it is hard to feel as though there is a definitive point to the game.

P.S. That pirate should be seriously fined.

So now you see that evil will always triumph, because good... is dumb.

Age 46, Male

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Toledo, OH

Joined on 6/22/06

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