Ack! You played v.0.5, the outdated, badly designed version that still contains large parts of the original 72-hour game? Thanks for the review, but there's a reason I haven't bumped this topic in a while...
Anyway, replies to your post:
- it's better now that it's broken up into little chunks, but it's still way too easy for the player to miss stuff"
Good point. I'll make the text stationary while the scenery scrolls upward.
- too determined to live? I think I mentioned before that this is awkward, and I think you answered, but I can't remember the details now - anyway, it's there and it doesn't make sense $:^ ] - ohhh, now I remember, you said it's supposed to be like, "I'm too determined-to-live" as opposed to "I'm too determined to do anything else but live" (like would be expected if it said "too determined to die") - I guess I just have to live with the awkwardness, ha $E^ P
It's more "I'm too determined to persevere and be optimistic in this dreary, depressing world without colour" than "I'm too determined to not die." The awkwardness was actually a bad attempt at inserting the theme verbatim, because I didn't know if many people would understand that live->liveliness->colour. I still haven't changed it after all this time.

in level 0 & , so many of the "tutorial" elements go off before I can even see the text -- I suggest (somehow) arranging the level(s) in such a way as to not so easily accidentally set off everything (like the first chain reaction? it's easier to attack that than it is the enemy below it, and of course you need to defeat that lower enemy to be able to even read the text about the chain reaction) ... oh, perhaps just my mistake: that first chain reaction thingy, it's only easier to hit if you're doing the "old standby" platform practice of trying to attack while jumping and landing, as opposed to just standing on the ground and firing
Really? I never noticed that. I thought everyone would read the text first instead of just shooting everything. Then again, enemies ARE to the left of the text, so... That's another thing I'll take a look at.
in level -3, after the (first?) checkpoint and the chain reaction blocks, I was walking along, when suddenly I got forced into a floor far, far away: the view shifted and shifted until finally it stopped on me, standing in the floor, not able to jump out or walk (but look up and duck are fine)
That's... never happened to me before. Did this happen suddenly or were you doing something?
in level -3, I believe by being under a door when it closes, it can trap you: I colorized the switch next to the thing on the wall that shoots projectiles; then, I went under the red door; well, the thing shot the switch back to gray, and I could no longer move when the door slammed shut
I thought I fixed that. Ah well, back to testing it again...
I didn't test further because the game is cranking my computer at 100% in this level, and it makes the music VERY ANNOYINGLY break up and repeat all over the place (to where my family was verbally thanking when I finally shut it off)
That's strange. When did that start happening? Also, how well does your computer run games?
- and I've seen others say that at some point, the difficulty all of a sudden goes through the roof after the tutorials -- and that you replied you intend to fix that, yay $:^ ]
I've definitely fixed that. Those first three levels used to be the entire game, hence the difficulty spike and everything being introduced there.
I'm pretty sure I didn't play past that level due to time being spent getting through sudden difficulty and bug stuff together.
Aww, you missed the best parts of the game! It gets a lot better and changes quite a bit after level -5.
I hope this helps in your endeavors! $:^ ]
(or endeavours, if you prefer)
Haha, it sure does! Thanks again for the detailed feedback! You're very helpful!
Edited by TheUltimate, 06 November 2012 - 03:55 AM.