It's not entertaining. Usually when people make these silly OS simulations, there are jokes embedded inside them, or programs that do ridiculous things. This seemed too serious to be an OS parody.
Well i'll make sure i'll make a parody next time pal....
Looked nice, needed way better control.
The game looked really cool. I liked the way to rendered the track. The control of the player was incredibly unintuitive, however. I don't expect controls to change around corners and it can be frustrating when physics change sporadically and surprise you with different rules. I know the fast turns would have been impossible otherwise, which is why I suggest you implement a sense of speed another manner and possibly make the corners not so sharp. Also, it sucks when your character leaves the camera, especially in a fast paced racing game when ever millisecond is supposed to count. Overall, the game has potential but seriously improving the driving controls could make the game orders of magnitude more fun.
I really enjoyed this game. One criticism I have to mention, however, is the fact that the camera doesn't let you see what's below you (without pressing down) despite the fact that you are expected to make quite a few downward jumps. Having to press down to see what's going on below you, then jumping only to have the camera immediately fly upwards and hide the level in the direction you most want to see was a little frustrating. Great game though!
Overall, not a bad game. As someone below mentioned, enemies would be a great addition. The degree to which the player is expected to master the controls by even the third level seems a little much. The timing for those spiked blocks had to be absolutely perfect. Nice concept though, and much better executed than the first installment. The collision detection was improved but was still a little sketchy in places. One thing that kind of frustrated me is the fact that the SPACE BAR was an AUTOKILL button. When I start up a new game and it's a platformer, I dont read signs before I try Left Right Up Down and Space out of instinct. I don't want to lose a life and have to kill myself 3 more times to get full lives at the start, just by guessing at he keys. For further installments don't use standard control keys as auto-kill buttons and add some simple enemies (even if their logic consists of [ walk; if wall or no more ground under me turn around; repeat ] ) it makes a game a lot less lonely feeling. Another thing I'd like to mention is the fact that the music alternates on death. Even if you're only using 2 tracks, one is better suited for some levels and the other for the rest. Music is atmospherically very important to any video game so I'd recommend using a specific track for each level, especially since the 2 tracks I heard evoked quite different atmospheres. I definitely enjoyed playing it, though, and I hope you're still working on the series!
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