The Trigger

Overall★★★★★★★★★★2.83
Fun★★★★★★★★★★2.56
Innovation★★★★★★★★★★2.50
Theme★★★★★★★★★★1.94
Graphics★★★★★★★★★★3.39
Coolness★★★★★★★★★★24%
I can't believe I actually finished it!

External assets used:

Pixel Life font (William Clifford - http://www.williac.com)

Bitmap Font Pack (Marc Russell - www.spicypixel.net)

Comments10

Lazdo16 Dec 2013, 03:26
Looks great, just wasn't all that entertaining, the controls were different to those i have seen before. However this doesnt mean they were bad. Just.. different :P
Jakub Koziol16 Dec 2013, 10:16
Controls were preventing me to enjoy the game more but I really loved the exploration part and the whole thinking whether I've been in the room that I can open using my last key of this color.
Sertkaya
Sertkaya16 Dec 2013, 16:00
I enjoyed ehile playing, liked the idea. And I suppose you have to open right doors to unlock every room becouse there I struck with blue key and there is no other blue door.
travislucia
travislucia16 Dec 2013, 22:58
Controls were a little strange, graphics aren't bad. Need a health bar once I realized I was invincible it seemed pointless.
eralpkaraduman17 Dec 2013, 10:37
I liked the cool scan animation on player's visor.
van noctar21 Dec 2013, 15:09
I like the concept! But with an azerty keyboard is not easy :D
jonask
jonask22 Dec 2013, 21:07
A bit wonky controls and boring enemies.
burlapjack29 Dec 2013, 22:20
Being somewhat familiar with twin-stick arcade games like Robotron, I didn't have too much trouble with the controls. I liked the art, especial the title at the beginning. The bullet animation was also neat. Sound would have really made this game kick-butt in my opinion.
mmickyman6 Jan 2014, 08:47
Why the bullets don't go straight ?
Alex Higgins7 Jan 2014, 01:54
Got to a point where I ran out of keys and couldn't open any new doors. It's really tricky to design a level so that that doesn't happen - I'm impressed that I hadn't gotten toward that point earlier in play.
With no real way to predict enemy behavior and dodge projectiles, combat was fairly bland - combat outcome was not dependent upon tactics or skill. The decision between rate of fire and damage seemed meaningless - both yield higher damage per second.
I still really enjoyed the "metagame," though. Even though the smaller, low-level mechanics were weak, it was still a fun overall experience. The reason that I'm being so critical is because this has the potential to be really cool.

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