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Getting better...

Funky music. I liked the way the lives worked here - why did you change that?

The water boots were a nice reference to Chip's Challenge.

Graphics were better than #1, not as good as #4.

Still lacks the inventive bits or tests of skill that #4 had.

A nice introduction

Such was the greatness of Trapped 4 that I decided to play the other 3 after having played Blobs.

On it's own it's too short and easy, but this was a nice introduction to the series.

The graphics are far better now than they are here.

Why did you remove the voice? it seems quite funky.

Okay

It seemed like a fairly inventive game (even if it bears a resemblance to my own rol-ovir/skears series ;p).

One thing I'd say is that when only the top door is open, the game is as dull as normal water. It's only when two or more doors are open that it starts to be any sort of challenge. I mean, I can just leave the blue blob just above the exit and have him take care of that part of the game without any input from myself.

It seems as if the difficulty rises somewhat slowly.

Then, when the 3rd door opens, to have the purple blobs appear makes for a momentous rise in the difficulty level and it kind of seems as if too much happens at once at that point.

I strongly suggest the bottom door should open much sooner than it currently does. Also, there should be a replay button at the end so we don't have to right-click or reload the page. (Our high score should be kept in memory of course.)

Also, I find it really annoying that after laying 4 traps, we can still use up our points that way even though it doesn't actually do anything. Maybe the option should be dimmed?

After dying for the first time, I felt no real compulsion to retry, but carried on, just so I could properly critique the game.

It did become rather enjoyable as I discovered the way that defence could be relied upon to extend play and white blobs heal the core, adding another wee dimension.

However, once I'd managed to raise the speed, the game became stupidly easy. When the speed was maxed out, all blobs could be taken care of without ever needing the speed boost. And the circle of death, combined with the defense raiser would take care of any that got through.

It's kind of like 'defend your castle' in that after a while, the game loses any challenge, but unlike that game, it's not as instantly appealing before that point.

You'll need to really change some of the mechanics to make this a good game.

The makings of something even greater.

1st attempt

Total Time: 22:53
Total Coins: 169
Total Lives: 0

2nd attempt

Total Time: 10:31
Total Coins: 217
Total Lives: 2

============================
Note to those who have not yet played the game - I enjoyed it. You may not. After getting onto the 2nd screen, you'll know whether or not the game is for you.

The rest of my review contains a few spoilers and is meant mostly for the author (as are most of my reviews).
============================

It really was a great game, both impressive technically and also enjoyable to play.

However, I do have a few gripes.

A lot of the game wasn't so much about using your brain as it was about back-tracking and 'errand running'. For example, that room where there were loads of blue switches and they needed to be pressed one by one to finally open the entrance and exit really shouldn't have even been in there. It wasn't particularly enjoyable and nor was it a challenge of any sort.

Similarly, the crosses and black holes just proved annoying without providing any added challenge. I mean, when combined with intelligent enemies or the cannon, I could understand why they'd be used, but on a static screen, they just forced me to take things a little slower - not to play more skillfully.

I'd also like to see the enemies with random movement pretty much done away with. Blowing up 2 of them was OK, but in the later screen with 5 (or however many) of them, it became a real chore to wait for them to go next to your bomb.

Lastly, there were 2 minor gripes I'd like to see fixed. Firstly, I'd like to see keyboard shortcuts to everything so that you don't need to use the mouse at all. Dialogue should be progressed using the space key and the map could be shown using the space key as well.

The 2nd is the fact that after an enemy is killed, while it's shrinking, it still damages you, even though it's dead already. It's a minor thing, but I'm sure you'd be able to sort it out easily enough.

The parts of the game that I enjoyed most were the sections where I was either discovering something unexpected or being challenged (whether in terms of timing and 'keyboard skill' or in terms of brain-power).

I enjoyed the first screen, discovering each new game element for the first time and the first 2 bosses. (The last one was kind of spoiled by the clue you gave us.)

I have to ask why you felt such a clue was necessary. I mean, after having worked out how to defeat the yellow triangle, surely the average player would be able to work out how to beat the star?

I'd like to see more puzzles, have the rooms you need to back-track through designed so you can pass through them more quickly and have more challenges. Maybe enemies that can't be defeated and must simply be avoided for the first half of the game, wherupon you get a more powerful bomb and can defeat them all to get more items?

I'd like to see enemies remain dead when defeated.

I'd really, really like to see 'lives' done away with altogether. As it currently is, you might as well have 40 hit points - apart from the final screen's breakdown, it wouldn't make any difference.

I'd like to see you have a certain amount of energy and if you lose a life, have the current room reset, and have the player go to the last room. Then, at the end, you'd show how many lives were used. Or maybe have some sort of a continue screen to help point out the fact that a life was lost.

This could let you get on with making more challenging rooms and puzzles.

The game as it stands is enjoyable, but isn't without a few weak parts. I think my wish-list is fairly reasonable and if it all came true, the next game could be the best game on NG.

In any case, I genuinely look forward to playing the next installment of this game.

Stay funky,
Bez

Glirchy

This is really glitchy, but it does look promising.

Most of the faults/bugs I was going to mention have already been spoken of in previous reviews. (life coming back, light in basement going out, steak reappearing in fridge, key not appearing in inventory when not fast enough, despite message saying 'you got the key anyway', key doesn't always appear in the inventory if you are fast enough, from basement you can't always go back into the bedroom).

There are also a few things I'd criticise. (Annoying inventory - why should it disappear at all? End 'boss' - can he be killed? Damage should always be acknowledged via graphics or audio.)

However, the game does seem to be rather promising and shows that you've obviously learnt some real skills.

Good luck with your next game. As you've now learnt most of the AS and will mainly just have to concentrate on the gameplay, I'm sure you'll be able to sort out all the small problems.

Some serious loopholes. Also user-unfriendly.

When you can buy food to replenish energy, and then use that energy to gain far more money, it kinda makes a mockery of the whole concept of 'days'.

Also, the way opponents don't fight back and you get the same benefits no matter the type of fight seems really crummy.

Most importantly, a lot of stuff happens without any real explanation. You should really have more helpful hints and stuff.

Tell use why we can't do particular actions yet. Tell us why the museum takes away all our money when we try to enter it.

When we try to get promoted, tell us what happened.

As it stands, it seems almost buggy when we can't do things.

A lot of stuff (apart from days) seems totally pointless and messages could perhaps help explain these things. Why should we sell stuff? Why hide from the cops? How do we use a car? How do we use our various items?

Ultimately, it's a game which has obviously had a lot of effort put into it, but lacks any real story, or polish.

With a bit more time spent on it, eliminating loopholes, making it more user-friendly, making fights more interesting and introducing a story, this could become a real joy to play. As it is, this is almost a waste of time.

I'm gonna assume you didn't steal this.

Despite loads of folk saying you did, I'm gonna believe you. Hell, I was once accused of stealing 'rol-ovir' and why anyone would steal that is beyond me...

Anyway, this seemed like a fairly fun game. I liked the graphics, but feel you could have made a few modifications to improve the game.

Firstly, it should be faster. It seemed stupidly easy at the start, and just when it started getting interesting, it finished.

Maybe some high-score element would be nice?

Also, some sort of penalty for hitting the other cars?

You could have had it alosmot like a proper racer - up making the cars flick by faster (but you take a while to accelerate) and hitting a car could make your speed reset.

Then we could play again to see how fast we could get past x rows of cars.

As it is, it really feels more like a technical demo than a proper game.

Fairly entertaining, but nothing too exciting.

It's all fairly nice. The music was rather nicely chosen, the backgrounds nicely drawn, the wheather options rather inspired and nicely animated and the clothes and such were also equally up to par.

The only real gripes I have with this are the problems and limitations inherent in the genre.

It's kinda fun seeing what's been made, but you can only do so much with dress-ups.

That's pretty much the reason for my score.

I liked the idea of being able to change the weather though and it seems like a nice birthday present.

A bit slow...

I'm not complaining about the speed it starts at - after all, it's obviously better to start with an easy level.

However, after eating so many pills, the game starts to speed up, starts to (nearly) get exciting and then... when the new level begins, the speed is reset and we have to trawl through slow-paced gameplay again.

I understand why the speed should slow down a bit - to help us be familiarised with the level - however, it just seems to me that any mistakes I made after my first game were due in part to me getting tired of the whole affair, leading to some sloppiness.

The power-ups do add some (much-needed) variety and excitement and the graphics are very nice indeed.

The presentation - as is typical for yourselves - is impeccable, with options covering the vitals.

It's a nice twist on the concept, but to make it more enjoyable for a larger audience, I feel selectable difficulty levels would pay dividends. You could get more points on higher difficulty levels, or maybe a starting points bonus.

If it had that one extra option, I would have enjoyed it far more and I'm sure the same would have been true for many others.

Nice technical demo, but not much fun for me

It's a nice way of familiarising yourself with the process of duplicating movie clips, and an interesting idea.

However, it's just not fun for me. I like my interactive playtime to have goals.

Sorry to be negative.

Hey - I'm sure it was fun to make and a good learning experience. And other folk seem to like it more than me. :)

Chr0me responds:

haha thats ok man not everyone likes every game

I am BEhrooZ Bahman Shahriari. I am a man. For years, I have been (sometimes) called... BEZMAN!

Age 42, Male

Glasgow, Scotland

Joined on 8/16/01

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