There are red blocks there, "use" them. You'll have to beat the game and start a new one to get it. It's in one of the air shafts you pass in the game, near the early-middle. What it says on the tin: Jump times in the Tutorial. Again, I'm not sure if this is possible if you've beaten the game. This is totally feasible without having beaten the game, but I imagine it would make it a lot easier. In the level with the disappearing bricks and the branching paths, go left.
This will kill you if you haven't beaten the game, mind. In the level with the falling block you have to out-race, fail to out-race it and then push it onto the block switches. You'll be locked in and have to restart with R. It's in one of the air shafts you pass in the game, near the end. After completing the game and starting 'plus' mode, I backtracked going 'above' the menu screen and was soon immobile. Reloaded the game and I still can't move. I'm also in favor of the auto-save function, that's handy.
Currently stuck on level 10, but I'm coming back later. It's a nice game, but the pushing of blocks is just ridiculous. Way too slow, and just requires needless running back and forth to push it anymore.
This kind of ruined it for me. You want to obstruct a vertical passage with one of the crates, but not actually push the crate all the way in. Did anyone else play through with the creator commentary on in Portal 2? They said that playtesters hated early versions of the game that basically had GLaDOS insulting you test after test. I can see why. It didn't really add anything to the gameplay for me. On top of that, if a snarky comment is going to be played upon every death, it'd be better to record more than 10 snarky things.
Better yet, do it once for each unique death and then never again. It's also a terrible idea to have the antagonist laugh after a death. That said, I did laugh a couple of times near the end and after getting the secrets.
I'm stuck on level Even if I drop down before that block falls, a glitch shoves me back to the top. Yes, I did that. I asked if there was any way to beat it. I was already there, and was suffering through the lag involved in the final sequence until it became unbearable. I was just wondering if there was any way to. The performance wasn't good enough for the required response times.
Oh, how I hate glitches. I'm absolutely stuck on level 17, because as soon as the voice stops talking, the box at the top disappears. My apologies about that, we added a fix that..
I believe I've fixed it on the latest version which can be found on Newgrounds. Follow the instructions for you easter egg surprise. Leave a comment [ top of page ]. All games mentioned or hosted and images appearing on JayIsGames are Copyright their respective owner s. JayIsGames offers a free online experience with the best free online games.
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I believe this is another very important step that must not be neglected. First Impressions is a wonderful service provided by FGL where they provide you with random players who will play your game and give their thoughts. If the FI player says the game sucks and quits at the tutorial level, then it probably means you need to change the tutorial. This is what caused us to completely revamp our tutorial level.
Lesson 3: Never underestimate your players I was surprised to see the lengths the players would go through to find secrets in the game. Some were obtained simply by finishing the game, others by doing some exploring, some by doing ridiculous tasks such as waiting for 2 minutes next to a specific monitor in a game, only for the secret to flash for 2 seconds and then disappear. And yet, a lot of people found these.
There were even secrets that had no hints whatsoever in the game, that we just hinted at in forums, like typing the konami code in game for example. Rather than just picking a few pre-made loops, or just getting a composer to whip up a few songs, we went ahead and got the excellent musician Jesse Valentine to create multiple short loops for various points in the game.
We had a menu loop, a mini-game loop to play during the mini-games and 6 different in-game loops that play randomly. I believe this helped to keep the music non-repetitive as it changed every level.
So we had a game packed with content, we had done a lot of user testing, we had done everything we could. And we polished the crap out of it.
So we put up the game for bidding while we were still working on it. I figured that most sponsors would barely play past 3 or 4 levels, and what we still had to do at that time was finish up a few of the secrets that are obtained in the second playthrough, and actually think of and make that final secret mini-game. I had just read a post-mortem of how another game rated 8. The bidding however, went a bit slower than I had anticipated. The graph below is a rough representation of the increase in bid values over a period of 2.
I started PMing and Emailing sponsors and negotiating. They all seemed to be waiting for the other sponsors to counter bid. It was getting ridiculous. I was disappointing at the outcome of the bidding. I thought about pressing Last Call. That was a big risk though. I had had bad experiences with Last Call not even generating a single new bid before, but I decided to just take the risk and press the big red button. And as you can see, the bidding erupted as soon as we pressed Last Call!
We were having an average of 2 bids per day with huge increments. The oscillations you see in the graph are due to some bids being exclusive and others being primary. But in terms of overall value, the bids were growing immensely. And that was that, the game was sold. It was finally time to let our baby out into the world. The reception to the game was incredible though! It was released on Armorgames first, and for the first k people that played, about 5k made it to the very end of the game, and 4k finished the game a second time, and 2k found all the secrets and got to the final minigame, which I thought would take weeks before someone would find!
The average playtime was also a whopping 50 minutes. Which I think is amazing for a flash game. If the player bothered to play through to the end, you at least want to reward them for doing so. This is only my opinion so, you may take this specific lesson with a grain of salt. Not all of the responses were positive, in fact, players were mostly split into two factions.
Those who thought the game was amazing and loved it, and the other who hated our guts. That was mostly due to the lag…. That, I believe, was the one reason that stopped the game from truly achieving much more. The game lagged horribly on slower computers, and was almost unplayable. Which caused a rift in responses. The one that could play the game at full speed were dumbfounded as to why some people said the game was really slow paced and had no idea that the game lagged, while others thought the game sucked because it was running at 10 fps or less for them.
It was published on Newgrounds on October 22, , and it revolves around a blobby guy named Joe who has to escape a mad scientist's lab and can't stop moving or else he'll die.
In this game you play as Joe, a sentient blob who has been inflicted with a disease called IHTMOID I Have to Move Or I'll Die by the evil scientist who created him, and must make your way through a set of platforming levels full of various puzzles and hazards.
The puzzles aren't too overly complicated but their difficulty is exacerbated by the fact that Joe loses health whenever he isn't moving due to the IHTMOID; therefore, you have to make sure to only stop moving when it's absolutely necessary if at all in order to ensure you don't run out of health before you reach the end of each level.
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