Nice mix of game mechanics. The fall sequence is pretty long, but well-tuned for reaction times. I was wondering how the last scene was going to end and the abruptness of it caught me off guard. Good show!
Not bad at all! The game plays well, and the even though the instructions per level was listed in the comments, I would've like to have seen it in the game in the same capacity. Especially since all three levels have unique gameplay.
Per level: -I don't have much to say about level one. It works, and does what it needs. -Level two did feel a bit longer than its suppose to. I also like the fact that your character is restricted to stay in those three spots while falling. -I enjoyed level 3, since I like twin-stick/Robotron shooters! Maybe a life meter would've helped. But maybe it would've made it too easy in the end.
Not sure if this is true for others. But I could not see the player or what I was supposed to do in level 2, I figured out that the little guy is falling and is positioned at the top but some visuals would've been nice. (Again this might only be an issue for my pc.)
I really enjoyed playing this game! Reminds me of the good old adventure titles. I thought it nice that you chose to implement a variety of minigames, really keeps things fresh!
Hehe, okay that was super surreal. It was really easy, but I liked the mashup of genres. And the pile of little flat men at the bottom of the hole made me chuckle.
MUSHROOM OUT OF NOWHERE! I really liked that you respawn at the beggining of the "level". With most LD entries, when you die you start over from scratch. I have to say, the little dude gave me the creeps
Considering the game is made of 3 separate play styles, it holds together pretty well.
I would have liked the adventure part to be a little longer, but only because I'm fond of point+click adventures.
The falling section was really well balanced. The only improvement I can think of would be to have some form of indicator as to where the next block is coming from (like that horrible level in Battletoads).
The Robotron part was fun, although I'm not sure why I won :)
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It would be nice to have an idea that we are getting somewhere when we are in the hole, btw.
Per level:
-I don't have much to say about level one. It works, and does what it needs.
-Level two did feel a bit longer than its suppose to. I also like the fact that your character is restricted to stay in those three spots while falling.
-I enjoyed level 3, since I like twin-stick/Robotron shooters! Maybe a life meter would've helped. But maybe it would've made it too easy in the end.
Reposting this from Newgrounds.
some criticism:
The falling was too long and the background on the hole was too noisy, so the spikes are not as visible.
I would have liked the adventure part to be a little longer, but only because I'm fond of point+click adventures.
The falling section was really well balanced. The only improvement I can think of would be to have some form of indicator as to where the next block is coming from (like that horrible level in Battletoads).
The Robotron part was fun, although I'm not sure why I won :)
All in all, good job!