Male
Industrial Engineer
Brunel UK, SFSU
California Republic
Joined on 7/15/08
Despite the art and sound effects, I found the game incredibly bland.
The alkaline/citrus gimmick was massively unused, considering there was never threat of citrus death, and since so many other things could one hit kill you. Later on, it seemed clear that you abandoned that angle of gameplay, as the dangerous ground became less common and the one hit lethals became more common. Also, the game engine had nearly momentumless jumping and vaguely defined ledges.
I found that the graphics, although cool at first, became detrimental to the gameplay later on. The trampolines and hungry plants blended into the background, causing a number of frustrating but easily avoidable deaths. The pillar plants in the later levels, looked just like the walls in the foreground, making me think the path was blocked off.
I tried going for 100% but I got frustrated with the first protective bird, especially with the unhelpful hint. I proceeded to rush through the remaining levels, trying to find where the gameplay would pick up from basic platforming jump and avoid. It never did. From then on the only times I died was when I made leaps of faith because I couldn't be bothered to wait for the slow moving enemies. The three headed boss killed me a few times legitimately, but his pattern was incredibly repetitive and I was able to beat this game mighty quick.
In future games, you may want to work on your level design. The game lacked puzzles, interesting platforming, or exploration.
Damn, your hard to please...
You have great words though, i will take what you said and put it into my future projects. :-)
Thanks for playing
when are you releasing red custom?
ahh crap, not sure....
but i did however, just find the idea for blue custom 2
the game is actually much funner then i thought it would be. i found it pretty difficult after level 5, to be honest.
Wackiedk
lol, nice game. Love the sound effects xD