Perhaps "shift" would be a better button than "ctrl" when you can use the "w" button to go forward. Accidentally closing tab while playing is bad times yo. ^_^;
This is a currently a very basic game in the style of older games, but you could make it shine. Consider adding score multipliers for grappling multiple materials of the same shape in a row, or having levels require certain amounts of each shape. Also, completing a level is currently anticlimactic; you should put a neat little wooshy animation of some sort to show advancement between levels.
Cute little game. Only minor complaint is that making the connections between nodes has a pretty small hitbox. Other than that, if you can whip up some more levels, this is a nice little puzzle game!
I like the changes made since i saw the early build! Some more things to consider: since the cubes' "gravity" is fixed, perhaps some indicator to let you know which direction the cubes will fall towards. Alternatively, you could see if you could make the cubes always fall down the screen as you see it, as opposed to towards the cubes' bottom. Very nice development of a truly interesting concept either way.
Not bad at all. The spooky kid thing is alarmingly effective at inspiring panicked running. Kinda made me think of a very stripped down version of Slender: The Eight Pages. I'd be interested in seeing how the game progresses.
It'd be an average avoidance game, but having the camera fishtail as you move the car is a pretty bad move. And, of course, it's an advertisement masquerading as a game. So there's that too.
Unfortunately, this doesn't really bring anything interesting to the table. Minor quality of play improvements could be made (having the description of the power-up appear where you collect it, not at the top of the screen, for example) but without something new or a different spin on the classic arcade shooter formula, this is merely a personal exercise in coding.
I'd say you need to either localize in other languages or make it clear what the goal is, and how to achieve it, without words. Physics-wise the orange block is *super* bouncy, which makes it increasingly impossible to protect it from the super invincible death blocks.
It needs to detect when no further moves are possible for a game over condition. While the idea is kind of neat, having blocks fill in from behind means that combos can't be set up as with collapse from the top match 3's. Not an issues here, because combos don't exist, which is another problem. Work in progress here.
Working on the game over detection. Funnily enough, I actually completely forgot that feature even though it's in basically any Match 3 game ever. You live and you learn.
Not so much a game as a proof of concept. It could turn into more. Color shifting needs to do more than just affect the platforms you can fall through, though, if it's to become a really compelling game.
Yeah, this isn't ready for primetime yet. It's typically not optimal to have it possible to have your paddle able to completely leave the field of play or for it to be possible to have an eternity bounce possible on the first hit.
This game is a hot mess. The strange delay before a match is finalized coupled with a seemingly arbitrary game over trigger sinks this poor attempt at the Snood/Bust-a-Move genre.
Either the threshold for a "Best of" game is *really* low or folks were absolutely *desperate* for a soccer game. That's the only way I can reconcile a game this bad being in the "Best of 2012" quest.
Working on the game over detection. Funnily enough, I actually completely forgot that feature even though it's in basically any Match 3 game ever. You live and you learn.