Interesting, original, and not much fun. I found it more entertaining to get the first panel spinning as fast as possible and watching the marbles fly instead of following your advice to find a good balance. Last I looked I was about 30-60, and there's a major flaw: it apparently doesn't leave the final results for you to see them when time runs out.
It's a solid game and it seems like it is indeed very well programmed, but it gets way too frustrating at times when you're moving at top speed and trying to make very precise moves. The yellow dude needs to lay off the caffeine.
WTF? The first game wasn't the best launching game ever, but it wasn't bad. This is a huge step backward. Instead of a sequel it feels more like a beta version of the original. This can't have been developed by the same person.
"Make sure you get the bag that's hung tidily on the pillar, and this, this, this, this, and this, but don't worry about the other crap that's flung all over the floor."
Could have been decent if they drove like bumper cars, bumped like bumper cars, and looked like bumper cars. You could tell what they were supposed to be, but no sparking rod thing and it's like a car with no engine. The random turbo thing was just annoying. Give us a meter and/or let us trigger it manually. The game would have been much more interesting if the track was enclosed by bumpers and interaction between the cars played a much bigger role, i.e. like you were really racing bumper cars. With the game having nothing to do with bumper cars besides a vague superficial resemblance, it's just another crappy racing game.
Way too fast normal, way too slow in slow motion. Nostalgic pixel game, I get it, and the distant future 2002 is a nice touch, but if we were playing an old DOS game we'd be able to use Mo Slo or DOSBox. Since we don't have that option here, want to slow it down to a playable speed?
Pointless game. No balance whatsoever. I had a long run of wins because of guys with around 10k runs or more vs. guys with less than 1k. If the game taught us something about cricket it might be interesting, but instead it's nothing but stats that for the most part mean nothing to us. Proofreading was apparently non-existent: I Googled one random player, "Brayn Laara", who turned out to be "Brian Lara". If I knew anything about cricket that wouldn't have been necessary, but wtf, were you typing with your face?
This is the fourth game? The interface is horrible. Continue after completing a level takes you to level select. There's no indication of what you can jump on to kill and what you can't. If you use trial and error to figure out what you can kill, you run out of lives and wind up back on the splash screen. Lives should be either removed completely or reduced and apply only to the level and not the whole game.
Bosses, bosses, bosses. It doesn't need bosses. No running game needs bosses. It's fine, and addictive, as it is. This game does have app written all over it, but it still works very well in the Unity version.
Again a rehashed game that's been done much better. And why does BePlayed keep offering us "player packs" on games with no level design option? Are we supposed to believe someone sent you an email or something describing these crappy levels and you implemented them?
I really don't like having to play through the entire game to find one missing acorn. Level select should show where you found them. You also shouldn't have to replay the last level to unlock the minigame after getting any missing acorns, even if it is an easy level. And the minigame really does suck: syrupy controls and death on both sides isn't a good combination.
The controls (or your clock) are backwards. In options the default is left = clockwise, but left is counterclockwise. The physics are pretty bad, with balls somehow bouncing off the middle of the paddle and going backwards and out. Speaking of out, the ball goes out before it even gets to where the paddle would be if the paddle was in the right place.