Nice game. I learned a few things while I had fun realizing I knew some answers that I wouldn't have expected. It's amazing how much junior high geography stuck with me after all these years.
It isn't clear how the scoring works. If you could be a bit more clear and communicative with your players, this game would be a lot more satisfying to play, and would get better ratings.
Meh. This is game is an exercise in bad humour, extreme repetitiveness, and patience. I want to like it in principle, but in practice I just can't quite bring myself to do so. It stops being fun after about the 5th time of failing level 20+ and having to start over again from scratch. True "microgame" games are more forgiving. They typically involve an element of randomness and don't require you to chain so many successes in a row in order to reach a goal. Without that satisfaction, the game stops being fun, and is just pure punishment. No thanks. You can keep it.
The game worked well for me. It was surprisingly cute and fun, given what it is. I did not expect to enjoy it quite as much. The real difference-maker here was the fact that you're not punished for dying. That design choice was a good one, as it avoided a lot of potential frustration on my part that would have been a real turn-off. Nice job for what this game is: a moderately enjoyable 10-20 minute side scroller.
I just had a plane die because it was headed toward the edge of the playable map, and the "movement" icon was off screen, so I could not turn the plane around. That's measuring pretty high on my Lame-O-Meter.
It should also be made clear what the firing range and firing arc is, of every single ship on the map, both yours and the enemy's. A real fighter pilot would know these things. I find myself lining up with some enemies and for whatever reason, I don't fire on them, but they're firing guns at me when I'm behind them. That is not obvious and should be made absolutely clear when you mouse over the ship.
Mouse wheel zoom does not work as intended. It causes my entire webpage to scroll in addition to zooming the map. That feature doesn't do much good if it causes the flash window to go off my screen. Also, the friendly fire is ridiculous. No sane gunner would blast away if a friendly was in the line of fire. The planes should automatically cease fire if they're going to hit a friendly target. Or did I join the Moron Air Force?
In order to be playable, this game needs a "Hint" button and an "I Give Up" button. It should also keep stats as to the percentage of people who guessed each answer, and the percentage who had to use the "hint" or "I Give Up" buttons. Above all, spell checking answers is a MUST. If you create content for this game, and you misspell one of the answers, there's a special place in Hell waiting for you. Overall I like the concept of this game, it was just implemented in a manner that leaves the game open to worlds of frustration for the players, which, for me, defeats the purpose of playing a game.
Who cares if there are young kids on Kongregate who might see this game? These are all medical terms, not street slang. It is in no way pornographic nor is it encouraging sex. If anything, it is a reminder that sex leads to pregnancy, which hopefully those 7 year olds will keep in mind when they get older.
Great music. Surprisingly, the game isn't even as boring as it seems at first, though I probably won't spend time replaying it. Decent job on this, though.
I question the validity of the speed measurement. It rewards clicky-clicky players and penalizes calculating thinkers. Reaction time is great when you're flying a fighter. In a souped-up version of Sudoku, though? I'm not buying the concept you're selling here. Scoring lameness aside, though, good game.
Not bad, but not my favorite installment. I found the puzzles here to be a little on the non-intuitive side. I prefer puzzle solving to be organic - If a button or gadget affects something in another zone, I need to see a wire, tube, or pipe leading into that zone to give me a clue that they're related. Or the affected zone should appear on a nearby monitor. In other words, something so that it doesn't appear to just be "random stuff that happens when you press a button." Such that the solution could potentially be guessed by a logical person.
Thematically, this game is amusing. However, the actual game play involves almost no skill, and is repetitive. There are a finite number of times in a row that I can play "Plinko" and still be amused by it. This game has helped me explore that limit. Thank you for that, uh, I think.
Decent game. I'm trying to think of additional ways that the game could become deeper, though. It gets repetitive after a while, but because it was so short, this didn't end up being an issue. Perhaps adding a storyline as some others have suggested, would be a step in the right direction. Also, perhaps you could come up with a couple of once-per-level abilities you could unlock, such as clicking a tile and revealing all the surrounding tiles in one shot. Or an interactive dialogue box with some interviewees, where your responses to their dialogue affects what clue you end up with. I dunno. All that might just overcomplicate what is currently a simple, straightforward, short and enjoyable game. Nice job.
Oh sweet, I went down 3 ranks from last session. Apparently the time I put in vanished into a puff of smoke. One can only assume you write payroll software in your spare time.
The game is well coded, but poorly designed. You don't even get a chance to use 90% of the items and extras, before you've won, early on the second day. You would have to deliberately prolong the game, just to have a chance to use these. That's rather unfortunate, because you did a good job actually writing the game code, it plays smoothly and looks nice.
Can we get a few more comments from people who are totally awesome at this game? How awesome are you? The rest of us need to hear it. Thanks for contributing!
I'd like to add that I would like this game better if there were another mode of play, where the game ended. The "how long can you survive vs. infinite waves" mode is not very emotionally satisfying, no matter when you die. I prefer to have a defined goal in games like this.