A kind of memory leak must happen here. Besides I could not figure out how to get popularity.
I think this was about the photos, right? Nice ones, but not really fitting for the nightmare theme, these are just ruins, nothing horrifying. Still I like the concept of taking some photos in a speial place and creating a small game out of it.
That "No clue" text kind of misled me, I thought it meant that it's locked until I find the clue. Besides, why do I have to click three times (zoom in, pick up, zoom out) to get an object? Nothing too new or interesting here; but it's OK for just another escape game. Stable engine, challenge level is fine, graphics also acceptable.
Not much challenge in it but both the programming and the graphics are well done. Children will love it I guess.
Nice... story. Actually not really a game because you must do things in a certain order but I have nothing against interactive stories.
No, that A=10 clue was just unfair.
It sometimes hangs. Once I got stuck in the bathroom and once at work. It seems that certain timing of actions cause wrong program flow.
Besides, one has to repeat scenes even if completed -- makes the game really boring.
not fully moving the razor to the other end - scene never ended, toothpaste shaking animation looped forever
switch razor in last moment - washes teeth with the razor but no score
coffee is so hard to spill I had to click wildly - arm flickers, scene does not end
You are right for time limits. Funny that you got the two limits ^^"
And yes, the choice to make the game repeating and repeating is nice to imply the player in the story but can be fastly boring if you fail tons of time.
The coffee ask you to be fast and accurate. It's not that hard when you know the touchy areas.
Thanks for your review.
Full transparency (you can look at the starting screen of a level and plan from tip to toe what you will do to complete the level - every bit of information is there; some games on the other hand reveal fields when the player did certain moves and so introduce some unexpectedness) + full control (you can choose each field, any element any time all through the game; other games introduce lock-unlock system or sipmly enable moving to adjacent fields after eachother) + context free behavior (changing a field won't change other fields). These are factors that make your game easier. If you have all of them, challenge is completely lost. Take away one or two and you have a good puzzle.
Backgrounds are nice to look at and also the graphical elements fit together in style, the image processing was correct with the semi-transparency. But the animations were annoying and the font and text color choices are just bad.
Instead of instructions screen with lots of text on it people better like a trainer level on this site. I made a super easy to understand game before and decided to write instructions instead of showing how to play. I got terrible reviews.
Since everyone keeps telling me it's too easy I'm not sure an instructional level is necessary. The difficulty is that you have less time to do the puzzles later, although I agree that probably isn't enough to make it challenging.
Some kind of bug turned this into an idle game. Own car disappeared, not hitting anything just gathering the overtake bonuses without me touching the keyboard. Woooohoooo!
Ouch. Will be fixing that right away!
Update (24th Jan) - Fixed the bug. Thank you for finding it!
Thanks for publishing. I had problems with getting in the mood of new year's day because the sceness were dirty but there was no sign of new year'ss eve party, no sleeping guests lying around, not even a fork was put in the wrong place on the table. Also, opening the SCISSORS using the bag of Cheetos and finding a pencil in it was just evil. Sorry for spoiling that one. But it was one more game I could spend time with, basically OK.
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