CHRIS:
A beautiful game here by Jacob, with some perhaps irritatingly repetitive music from Johan Hargne. A Not So Christmassy Game is a well programmed shooting gallery. Using gravity and a selection of four ammunition types, your objective is to shoot all the pumpkins into the water. Each stage has a required limit of total shots you're allowed to use, if you exceed this limit, the game continues until the pumpkins are disposed of, but you're not allowed to progress until the limit is not breached. I have to admit I dislike this method; it would have been better to automatically force the player to restart the level rather than allow them to continue. The other issue is that these types of games have limitations. Fortunately Jacob has tried to eliminate repetition by introducing angular puzzles. Your aim must often be perfect, using the scenery to bounce your projectiles into the pumpkins, and this can often become difficult and frustrating instead. But that's more the limitations of the gameplay than sloppy coding; ANSCG is very well programmed and rather beautiful too. It didn't really leave me feeling Christmassy, hence the average score in that bracket on my part, but overall a pretty darn good, and entertaining game.
ASSAULT ANDY:
Physics! F$#*() yeah!
But unforunately the physics 'gimmick' wears off quickly as there are a few gameplay problems.
It is kind of pointless how you can keep playing once you've gone past the number of bullets you can shoot. It should say you failed and the counter should count down (from the max number you can use to zero) rather than up.
The levels are quite frustrating at times, and since it's not easy to restart, as mentioned above, it becomes more annoying to play.
Bombs explode instantly when you press 1-4. A bug?
I don't like the way you can select your different weapon. I think you should give the player one per level, or they should have limited number of each. Too much choice isn't actually a good thing in this case.
Music is amazing and suits well.
Clapping sound when you finish a level could have been better - or another sound might have been more appropriate. This and ther other effects unfortunately detract from the great music.
Need to have an obvious marker to show which gim is selected. Perhaps changing the actual turret gun graphic perhaps? Or at least highlight the currently selected weapon.
You should dim the rest of the screen when the initial level splash is up with "Click To Play". When I started played I was looking at the level behind in a bit of confusion.
No quit button, no restart level button, no save.
Clap sound plays even when you lose.
Code comments are good, but copying and pasting the game code over and over is bad. Makes it hard to fix bugs like the one I mentioned.