Tricky Rick

Tricky Rick

por tAMAS_Games
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Tricky Rick

Valoración:
3.5
Lanzamiento: December 12, 2012
Última actualización: December 15, 2012
Desarrollador: tAMAS_Games

Etiquetas para Tricky Rick

Descripción

Ayuda a Rick a recoger todo el combustible robado para recargar su nave y escapar del planeta. ¡Usa martillo, bombas, jetpack y otras herramientas útiles para resolver los acertijos!

Cómo jugar

WASD \ Flechas - moverse;. S \ Flecha abajo - tomar/soltar un objeto;. CNTRL - interactuar con objetos: lanzar, golpe de martillo, modo invisible;. ESPACIO - interactuar con ascensores y estaciones de combustible;. Esc \ P - pausar;

Comentarios

0/1000
Hopper262 avatar

Hopper262

Dec. 09, 2012

26
2

I played through the game again, and your changes really helped smooth out the gameplay! The elevator triggers are natural now, and jumping is so improved that Level 11 is maybe too easy now. I think the girder changes helped too, although now I'm familiar with the levels so it's harder to tell. I appreciated the "hide" puzzles and later levels a lot more, now that I wasn't struggling with the controls as much. I agree with ellelis, the Space key should act as "next level" on the completion dialog. It'd be nice if descending elevators wouldn't kill you, but that isn't a big deal. Thanks much for working hard to give your game the polish it deserves!

Snaks avatar

Snaks

Dec. 05, 2012

33
4

I'm clumsy. I keep throwing my head away next to elevators.

tAMAS_Games
tAMAS_Games Desarrollador

fixed in the v0.21. now you can use the "Control" button to throw an object.

evev3 avatar

evev3

Dec. 14, 2012

4
0

press space to go to the next level

shan1122 avatar

shan1122

Dec. 13, 2012

4
0

i really like this game i hope u all do

Hopper262 avatar

Hopper262

Dec. 08, 2012

19
4

I really like the level designs and concepts; there are a few places where you can get stuck in a hole, but the levels are short and R restarts quickly enough. I wish I could trigger elevators when I'm standing on them, instead of to the side, and that they moved more quickly. It feels like there are too many and too few keys -- I'm on level 28 and I still hit the wrong key, but I get annoyed at how Control triggers the "invisible" powerup when I want to throw. The comment by Snaks is probably due to the poor elevator control placement, not a reason to add another key. It's sometimes hard to "read" the levels; there's not enough difference between cosmetic scenery and solid walls.

tAMAS_Games
tAMAS_Games Desarrollador

thanks for your comments! I've done a few changes: the elevators move more quickly, and you can trigger them standing on them ( not only when you stand near the elevator buttons ). now the decorative girder objects are less bright and I've removed some of them. the solid walls look more contrastly. hope it will help to "read" the levels. the usage of the "invisible" power-up is a part of a puzzle. you have to choose a right sequence of actions to use it properly. maybe that is not so obvious and a little bit hard to understand. but that is why a main part of these levels moved to the end of the game.

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