This game started off so well. It was an interesting concept: you start off incapable of progressing through a series of levels, so you have to evolve, grinding as you get further and further in the game, evolving faster and so on until you've beaten the game.
Here's where the problem begins to arise: Your ball leaves a trail as it travels, which is projected as a ghost track the next time you reach the level. If you look carefully at the track, you'll see it shift slightly. Most people would use this ghost as a reference point when firing their next ball, but doing so in this game will cause the ball to take a slightly different path. Since this physics-based game calls for precision, this slightly different path is almost guaranteed to veer away from your target. And then IT leaves a ghost on the level.
Now some of you would say this wouldn't matter, you'd just nudge the ball's aim to accommodate. My point is: you shouldn't have to. You're compensating for the programmer's mistakes. In a AAA title, this would be inexcusable. In an indie game, this would be inexcusable. In a Ludum Dare exercise, it is still inexcusable.
I must be the king of space, because I found the way out of the game on my first playthrough. The game lasted less than five minutes for me, which is bad.
I appreciate how you've made an educational game that is supported by its game content. You're not rubbing the science in our faces, but it's there if we want to see it.
And what a game! There's a good balance of speed and strategy. If you blaze in, clicking on neurons randomly, you'll miss powerups that make the game easier or even find yourself in a dead end. If you take too long to make a decision, your circle of influence has already shrunk past your desired neuron and screwed you over. Your powerups stack as well, so you have to decide whether having a large circle of influence is more important than keeping rival neurons from growing.
Overall, this is an impressive game that I'm going to show to my science teacher.
The :Game: series is the pinnacle of interactive hilarity on the internet. And this latest instalment is still as humorous as its predecessors.
What a shame, then, that the gameplay aspect of :the game: is vastly inferior.
Yes, you can now walk on walls and rotating rooms, but there just isn't as much there as there was in Replaying, or even the original. Gone is the innovative level editor that vastly upped replayability. Most of us were hoping for an improved level editor, with more character options and a server-based system that eliminated the need for a long string of characters, but NutcaseNightmare has taken the NoMoreHeroes school for sequel "improvement."
Oh, but now there's a character editor! Yes, there is, but at first you can't use it until you have collected some achievements, and even then you'll only have access to a small part of it. And the character you've made will serve no other purpose but to look funny. But even when, or should I say if because it's hard to do, you've unlocked every achievement and enabled the ability to play as your character, you'll notice a lot of bugs in this feature. First, EVERYONE looks the same, which can be very annoying in say, TOY STORY 3 :the game:. And during cutscenes, you magically transform into the character that isn't you.
So Reimagine is far from perfect and falls short of great. But it's a unique experience and still worth a look.
Simply an innovation
Pixel White is a unique game. The author failed to put reliable instructions in the comment section, so I will. The game pretty much takes place on an EQ graph that constantly shifts in time with the music. You control a little white dot and you have to collect notes to increase your score without falling off. If you run out of hearts, you lose. You can collect hearts when they appear.
elmortem and Nex have thought of everything while they made this game. How do you increase the longevity of a game without increasing the download size? Include a Load MP3 function. This is truly revolutionary because it allows you to use music lifted straight from your computer, ensuring that you always play with good music. How can you catch notes that are blocked by a really loud sequence? Press DOWN to bring the EQ to the bottom, collecting the notes on the way.
This is a simple idea executed so well, it's impossible to hate it. Even my brother would play this game with his heavy metal Dragonforce crap. The only real downfall is the inability to gauge the difficulty of a song. I collected 830 points playing the game with Safety Dance, but had loads of trouble just staying on the platforms when I played a DJ Hero mix. Speaking of, these mixes provide the greatest challenge in this game because of their wildly swaying EQ.
Overall, this game suffers the Lock's Quest Dilemma: it's a great game, but no-one will know about it because of the horrible advertising.
A lot of people are probably stuck with the gear in A5. Here is a ship that will do the job.
As for the game, I'm glad that tie-in games are getting a bit smarter. First Home Sheep Home, and now this excellent, unique puzzler. Good job, Aardman!
I believed that I mastered videogames after five-star-ing NSMB Wii. Playing this game, I discovered that I have a lot to learn. Still, the crossover idea works wonders. I can't believe that this was your first game. I can't even get my title logo to do what I want it to.
Evading a loophole?
I played the first two battles and I was prepared to give it a good rating. Then you told me to visit a different website to continue. I believe that qualifies as malicious.
JUST LIKE LAST TIME
There aren't enough laugh-fests in Newgrounds. You are a pioneer. Congratulations.
And this game is controlled how...?
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