Game worked just fine on my laptop.
The idea is pretty cool, but I'd like to see the game developed a bit more. Fix it up so that the graphics are better (I personally don't think this works very well as an 8-bit game, I think a cartoon-y vibe would be better), the animations are smoother, and make the game more of a puzzle than just a "go here and hit this button": there are maybe two places where you can screw up and need to use the rewind feature (very cool idea, by the way, and I'd love to see it ACTUALLY play in reverse, like a VCR rewinding), and it would be cool if you threw in some actual puzzle-solving tactics that would help to make this game more memorable.
Glad you didn't have lag.
Hm, I was actually going for a cartoon-y game actually >.< I guess I didn't make it cartoon-y enough.
Having it reverse would be ridiculous but, yeah, cool. I definitely didn't have the time to figure out how to cache the movements properly like that though. A respawn system was way more simplistic and 'safe'
It would be cool as a puzzle game, but I had just made a puzzle game and wasn't ready to make another. It takes a lot of time to make difficult puzzles (I took 3 days to build the puzzles in the Lab Lights), so my laid-back platformer was what I had to settle with
We live in 2012; why do games still exist where I can't change movement from WASD to the directional arrows? Being left-handed, and playing on a laptop, it's really not very convenient or comfortable to have left mousepad / WASD as the control scheme.
They still exist because Krinkels and I were not born out of pods that make perfect games. Every feature....and I mean EVERY feature...takes time and calculation to produce. If we did not provide it, rest assured that it would have killed us to provide on first release.
That said, we DO want to release a version that allows control modification.
The not-quite-8-bit graphics are decent, but the gameplay is overall rather boring, and the music gets very irritating rather quickly. A mute button of some sort (at least for the music) is a necessity.
It's great because it's totally accurate. Ebert and Roeper give it two thumbs up!
It was an alright game, better than your average NG submission, but still the only fantastic part was the number of contributors. The gameplay itself was boring and required no skill or thought whatsoever; in the end it just felt like a meaningless way of advancing the story.
The dialogue wasn't all that memorable, and Ace Pilot himself sounded... disinterested. I'd say that to some degree that's fitting with the character, but it was just too monotonous.
The music was bland. Epic? Marginally. Noteworthy? No. Nothing in the way of memorable thematic material or meaningful development: just your standard, unobtrusive background audio for shooting waves of faceless enemies. Ultimately, disappointing.
Upgrades for the ship would be nice. I don't quite understand how / why your ship can move faster sideways (through use of the booster/thrusters) than it can move forwards.
The only positive thing I can say, really, that I thoroughly enjoyed was the cutscenes, because of the great 3D animation. It's those sequences, and those alone, that got you up 2.5 to 3 stars.
It's very trippy.
The art style and RIg's awesomely shroom-induced music saved this game :D
Also, my score was over 9000. What do I win?
newgrounds.com — Your #1 online entertainment & artist community! All your base are belong to us.