A Bonte Escape [OFFICIAL Walkthrough]

A Bonte Escape is a unique, artsy point and click game is which your goal is the classic idea of escaping from the room you are currently trapped in! Collect in-game items to escape the room and break free. | You can view the official walkthrough by follwing this link, which includes a video walkthrough and a text walkthrough!

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The Birdinator [OFFICIAL Walkthrough and Review]

The Birdinator

[Play The Birdinator] Game Description: Seasonal migration is always a challenge. Even for Birdinator. | Your goal in “The Birdinator” is to migrate from your frosty climate (current location) and then migrate to Hawaii (I believe) to hold out the winter and enjoy the relaxing summer-like days on the beach. in each move, you’re trying to ‘leap’ or go the most distance in order to cut down on the time it takes you to arrive in Hawaii!

The Birdinator is a very straight-forward game and lacks a noticeable difficulty. Sure, you could consider the game difficult at times, but since the game had built itself on a structure, whereas every day, you’ll gain some ground, it’s almost impossible to loose in any situation. The enemies themselves, hunters, owls (also “retarded owls”) planes, and other objects were easily taken care of with a few shots of your lasers. | Maybe the term “no noticeable difficulty” is somewhat misleading, but instead the game lacks difficulty, although there is somewhat of a challenge throughout the game. Challenges such as avoiding bullets and other critters, while this may have been easy for me, it didn’t translate into something that I would consider difficult and, or challenging in any form or manner. I admit that this is obviously my opinion, but I would have to say that some people are totally getting what I’m saying and nodding their heads and the other half of you’re going “wut?”! All in all, difficulty wise, I would have loved to see something more arduous, causing me to be stumped, because as now, I breezed through the entire game in a couple of minutes, the game could have been improved by adding bosses (like a flying bowser!) or other more intricate or complex enemies, that would then complicate the game is a difficulty wise manner. I would have liked this game to act on a more Frantic series level.

The Birdinator provided a laid-back, yet somehow frantic energy to it (don’t ask me how that mixes in any way!) which is an odd combo, but true, while some moments of the game were heart-pounding or vehement, the other half of it created a laid-back, relaxed theme almost, especially when the enemies died down and gave you time to catch your breath after a long slew of enemies. The storyline itself wasn’t anything extremely interesting, it’s migration, but the overall ideas, within the storyline were terrific, because we all love intoxicated birds (especially one called “Birdinator”!) blowing random stuff up with over-sized lasers on a trip to Hawaii. Another strange fact about humans, isn’t it?

Graphics were pulchritudinous; I loved them! I liked the vectorized feel, which I believe they are indeed vectorized (or I could just be crazy!) which works very well with the game! I could see the graphics with a little more polishing, just a little more, for in some scenes the black outlines disappear, while the rest of the outlines stay and it looks a tiny-bit silly, though overall, ignoring that flaw, the visuals were terrific! I know I could probably find a better example with the following statement, but the graphics, literally, remind me of Turkey Fling, probably because they resemble somewhat of the same idea.

Sounds were ace! The background music was superb (big thanks to Waterflame) it was calming, relaxing, but also held a power that fit well with the theme. Most importantly, the music wasn’t annoying to the point where a user has to mute the music, or risk bleeding out their ears, and then to suffer without sound effects, “The Birdinator” was just the opposite of that! Sound effects were brilliant, they were there for just about any emote or movement and provided a realistic feel to “The Birdinator”!

Unlike some games, this game had an impeccable difficulty ramp in my opinion. The game began, by letting you blow up a couple of owls and small planes, then moved onto armed hunters and finally large airplanes. Sublime difficulty ramp if you ask me, even if there were only a little more than a couple of different types of enemies, with obvious advancing difficulty. I wouldn’t of minded a couple more unique enemies, the large airplanes acted identical to the armed hunters and overall the low amount of unique enemies left a gash or hole in the game that cannot be mended unless more enemies are added. Either way the difficulty ramp was well executed!

Replay value for me was low, the game could not hold my attention any longer than it already has (beating the game two times). I would have to agree that there is replay value for people who like the game, (I just don’t happen to be one of them) such as survival mode, which is fairly awesome, but provides nothing different, from what I can tell, than if you were to play the storyline mode. The game was too simple and got a tad bit repetitive after a while, with no actual goals, besides the in-game achievements, which wasn’t strongly emphasized in the game, which I believe shouldn’t have been the case.

All in all The Birdinator was genius! The game lacked an apparent difficulty, though and I would have liked more enemies, more levels and overall a more difficult atmosphere to be implemented into the game, because as of now, the game is far too simple and I believe it could be improved upon, worked on, with such things as more features, power-ups ect that would make it overall, more fun, exciting and enjoyable. Storyline was terrific and reminded me of Endless Migration (if you ever get the time to play that, do!) in a way, both having the qualities and characteristics of the theme of “migration”, but “The Birdinator” included something more, a laser-powered bird that blows up random critters after drinking all Summer and Spring. Graphics were wondrous; I loved them and their vectorized feel they created. The sounds were all there and worked superbly and were in every instance that needed sounds, walking, shooting a laser, explosions, ect. The difficulty ramp was sublime; it was perfect and created a gradual slope from easy to a little more difficult. Replay value wasn’t a high point for “The Birdinator” I would have loved to see the game with more in-game goals, and overall longer. There was some replay value, such as in-game achievements, which were so easy that most of them could be earned within the storyline mode, there was also a “Survival” mode, but provided nothing outside of the storyline mode; I would have liked to see something unique and exciting in that mode to make users want to come back. Overall if you have a couple of minutes to spare, spend them playing “The Birdinator” and not some lame maze game! [Play The Birdinator]

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One Step Back [OFFICIAL Walkthrough and Review]

One Step Back

[Play One Step Back] Game Description: Explore the mind of a man stuck with his memories- only by forgetting the past can he advance. | In this game your goal is to advance through each level by remembering what your past must repeat in a time paradox kind of deal; if you run into your past self, then you’ll be destroyed and have to restart in this puzzling, mind-exploding game.

Your goal in One Step Back is to simply proceed through the door in each level, but while it recharges, you must avoid previous version of yourself that will mimic your earlier actions. Believe it or not, that right there is the only thing that makes this game difficult, you are limit to a specific area, while you must maintain your distance from other version of yourself, it becomes more clear how this works on later levels, whereas several copies of yourself will be mimicking you into bumping into them. The difficult is apparent in such levels whereas you must focus on the level itself along with other version of yourself. Possible the most strategic move you can make is to think out what you need to succeed in the level, use a game-plan and stick with it, as you proceed through the level. One thing that I found to be a difficult aspect of this game was wall-jumps, the physics or possibly the hit-test were off, therefore it provided an uneccesary difficulty aspect to the game, where in some instances your character would bounce off objects, which were unintended or simply come out in weird, absurd angles that didn’t match up with the game design.

The game held the user’s attention by providing a mysterious storyline that in the slightest way reminded me of The Company of Myself. The game almost depicted a sad theme, I couldn’t shake the feeling of something depressing to happen throughout the game, the music really set the tone for the game. The game also provided an interesting factor, where each level appeared to be unique, charismatic and appealing, which were able to compare to the storyline, whereas they could almost line-up. The game was unable to provide any emotion, but allowed you to think, whereas you wanted to hear more and more of the storyline, thus you just had to complete each level to learn more about what’s going on!

One Step Back

Graphics were sublime; I loved them to death! It another one of those games that simplicity makes up the visuals; could anyone draw that, of course, but it the simplicity that applies to your senses and what makes it intriguing and beautiful at the same time. I don’t know about you, but I admire the visuals! The visuals were so simple, it’s hard to even write about them, whereas “Hey it’s a white box, write a paragraph.” but they were brilliant in there own way! Character design was terrific; once again they were simple, but worked well. The art style itself reminded me of the Shift series.

The music was grand! I was captivated by the music, which seemed to set the scene, terrificly for One Step Back! Unfortunately, there were sound effects, by any means, although the song is amazing, I would have enjoyed to see some sort of sound effects, though the background music, displays as center stage in the music department, so possibly this would work best as, simply a game with only background music. All in all, the music was captivating and provided a unique experience to the game, that would not have been obtainable without it.

Difficulty ramp seemed a bit sharp, in my opinion. One level, I’m stuck for a couple of minutes and I sigh of relief when I figure it out and then the next, I’m struggling on how to complete it, but then again, we all see situations or in this case puzzles different, if not anything, whereas I could comment on one level being to difficult and then the next person would exclaim “Srsly guyz? that lvl iz 2 esy, lololol!” so we all can accomplish things on different levels, whether someone understands it or not. Anyways, like I said, the difficulty ramp seemed to spike in some parts of the game, while in other it remained constand, though this could be due to my explanation above.

Replay-ability was a strong point for this game, while I have to admit the game was superb, what I will not say is that the game has a definite replay factor attached to it. There were no such things as in-game achievements, nor scoreboards, nor anything that could motivate the average user to come back again because they want to accomplish something in-game. I could see myself coming back, just for fun, memories and whatnot, but not exactly anything that would make me have to come back to the game. Thing that I would have liked to see implemented would be such things as the Kongregate API or even a scoreboard for people to compete against one another. Either way, with the existing version, replay-ability remained low, which I would like to see changed, since it’s such an amazing game!

Overall, One Step Back was magnificent! It was such a unique game that made you want to continue, based on the intricate level system and it’s creative storyline, that captured your imagination! Difficult was based on how difficult, you wanted to make the game, the choice was/is up to you. There were a couple problems in-game that I find to be annoying, such as a minor wall-jump problem, which sometimes got on my nerves. The visuals were beautiful and were so simple which really brought together the whole game. Music, was superb, I loved it and provided a theme or mood to the game and set a mysterious atmosphere. Difficulty ramp seemed a bit off to me and could be improved a bit. Replay-ability wasn’t a high point for this game, unless your willing to replay through the entire game, just for the heck of it, unless your one of those people, I’m not sure if you’ll be back for round two. All in all, if you have some time on your hands, to spare, you won’t regret spending them on the majestic game, One Step Back! [Play One Step Back]

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[Continue watching Part Two of the One Step Back Walkthrough]

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Harry Quantum: TV Go Home [OFFICIAL Walkthrough]

Harry Quantum TV Go Home

Harry Quantum: TV Go Home is a game based on an amazing detective, Harry Quantum. Your goal early on in the game to to recover the lost tapes of the movie studio, that have mysteriously disappeared. Take Harry on an epic adventure to recover the tapes and return to the director. You can view the official walkthrough by the developer himself here, Harry Quantum Walkthrough

Harry Quantum: Locations of all PIPs
– Search the plant in the office.
– Search the bin in the office.
– Search the toolbox three times.
– Use the hammer with the lamp above the barn.
– Use the hammer with your robot.
– After talking the plank (Gary) off the barn search the hole.
– Use flashlight with robot.
– Use sword from Doctor with Skeleton in Diner.
– Use Burger from Diner with King in the stocks.
– Examine the earth in Penguin Garden.
– Use the Milkshake from the Diner with the Patient.
– Use the spade with the water trough.
– Use CD in Office P2 with robot.
– Use Stethoscope with Patient.
– Use Rollerskates with Witch in Penguin Garden.
– Use Stethoscope on dog.
– Use Mirror on Harry.
– Show Patient medical chart.
(List provided by Flooded on Kongregate.com)

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Depict1 [OFFICIAL Game Walkthrough and Review]

Depict1

[Play Depict1] Game Description: In a dark mysterious world only one voice is trying to guide you to safety, or is it? It’s time to make your escape but can you trust the person that is trying to help? Not everything is what it seems. Journey through 30 different levels and escape from the cage. Sometimes the one you trust can be the one you cannot in the darkest of times in this adventure, platformer game, mixed with an abstract theme of a mysterious unique world.

This was a trust game if anything for the first couple of levels, until you realize that the narrator or “friend” is untrustable and tend to lie to you more than occasional to confuse you as the user. Beside the game including a puzzling theme, it also include an appealing platformer theme, that provided a unique yet difficult appearance. The platform idea goes hand-in-hand with the complex puzzle theme, whereas most levels force you to think out your plan of action and then execute your ideal plan. This allowed the game to develop on so many different levels and complexity besides, if it were to be either a single puzzle game or platformer. The levels themselves were not any what, (at least what I would consider) difficult until some of the other levels, whereas I would spend a set amount of time until I realized how the level was meant to be executed fairly. One thing that definitely contributed to the difficulty was the controls, I found them too complicated and too spread out across the keyboard to simplicate the game, which made it hold an unnecessarily difficulty.

The game provided a kind of deeper meaning then what it appears on the outer shell. I honesty believe you could consider this as an art game, though I do not believe the developer may have put that much thought into what we perceive it to be or as what we desire to believe it may represent. The game made you think about what you were doing, whereas you could trust many of the tips, by your trustworthy comrade through the mysterious world. Even in the beginning of the game, your comrade begins lying to your and you soon realize that he cannot be trusted, despite his trustworthy appearance nor attitude. It makes you consider what you can believe and what you cannot. The game provided itself a mysterious theme, whereas you appear to be in a mysterious world, whereas you must learn about your surroundings.

Depict1

I loved the 8-bit/retro style of the visuals and graphics. I believe the graphics could have, themselves, added to the mysterious theme of Depict1, whereas they appear simple enough to not make you distracted, but allows you to think about your surroundings and what is happening around you, such as it’s theme or moral, which appears a major factor of Dipict1. One thing that I enjoyed about the game, were definitely the graphics, they held a perfectly simple, ideal, state.

Sounds were excellent! I loved the background music, were was unique and interesting and of which I thought was one of the leading factors of why this game is believed or creates a mysterious feel to it. The music, most importantly wasn’t annoying, nor did it include a two second loop (contributing to why music could be annoying). Sound effects were terrific and allowed the game to expand fairly well, in it’s sound department. Sound effects were used in everything from jumping to collecting items, which game it almost a RPG feel. All in all I loved the sounds!

The difficulty ramp wasn’t apparent, although some of the earlier levels were obviously much easier than some of the later levels, where as some of the levels remain flat in terms of the difficulty. I believe the difficult ramp could have been worked on a tad bit more. Ultimately it comes down to your problem solving skills and how you can see the level after your character and effects on levels themselves, differing itself to further complicate a level. I would have liked to see the difficult ramped up a bit, but that’s tough to do with a puzzle game, whereas some can view several of the levels as easy, or others a tough.

The replay-abilty value wasn’t extremely high, I believe there are some in-game achievements, but only if you have an account on Bored Games, which I thought was kind of useless, but promoted their site, which is terrific advertising in my opinion. For people who don’t have Bored Game account, then this is practically pointless and therefore there is no actual replay value, if you’re playing on a site such as Kongregate. I would have liked to see some in-game achievements that could interact with any website, if not, then the developer should have at least included the Kongregate API for the Kongregate version, where as users would be able to compete with one another. All in all, replay-abilty wasn’t high, unless you were on Bored Games.

Overall, Depict1 was terrific! I loved the whole idea and mysterious theme and how the whole game laid out and gameplay, which provided a deeper meaning, being able to know if you could trust someone and how lying can make one untrustworthy. Graphics and visuals were amazing and were extremely simple, I loved them! Sound was awesome, I loved how sounds were used for everything necessary and the background music worked perfectly with everything else in the game! Replay-ability was somewhat low and I feel that the Kongregate API could of added a lot to the game and created somewhat of a community around it, if players were able to compete against one another. Overall, Depict was a super game and if you have 15-20 minutes, be sure to spend it playing Depict1 [Play Depict1]

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Solipskier [OFFICIAL Walkthrough and Review]

Solipskier

[Play Solipskier] Game Description: Solipskier is a fast paced skiing game where you draw the slopes to pick up speed and do jumps. Paint your own cliffs, do tricks and slalom through gates to get huge scores! Stay focused as the scenery soon rushes by you as you gain momentum and blast through the wildlife in your hand cursor-drawn world, created, by your’s truly, you! Gain massive amounts of points, by cruising through gates and tunnels and avoid nasty “no draw” or “danger” areas.

My death in almost every instance was due to me not being, or should I say, not having enough time to draw a line, due to the speed, or a “no draw” or “danger” area presented in the game. That’s really going to be your biggest threat to your survival in this Slalom-like game. Other factors that lead up to my deaths we’re speed issues, such as my lack of speed coming up to “no draw” or “danger” zones, whereas I would not be able to save the little fellow as he eventual feel to his demise, dying a terrible death (I’m listening to the death music and am kind of getting a little emotional over the little guy!). The game was fairly balanced in difficulty issues, if you died it was your fault and you tripped up somewhere along the line. Speed itself was an actual issue in it’s won way if you gained too much, thus not being able to collect points (do jumps when you get enough speed to do some tricks) or having a sense of full control over your character. Difficulty rose as you got more speed through the game; from what I can tell, the faster you go the more likely you are to loose control and crash, whereas just keeping it slow and steady, yields less points, but rewards you with a slightly easier paced game, therefore the character was much more controllable and responded quicker than the aboriginal desire. If you think about it, this game runs somewhat similar to the smash-hit game Canabalt in how the game is built up and how the user reacts to speed changes in the system. Overall, difficulty was present, but only when you wanted it to be, thus if you were to remain, should I say “snail-ish” your not going to have a problem, but you’re definitely not going to make it on the highscores if you’re the turtle in this race.

Solipskier (every time I see that phrase, I’m like “wut?”) carried out a very action-packed essence and made it exhilarating at the least, especially once you gain massive amounts of speed, bursting out of a tunnel or slope, it’s an “in the moment” kind of feel, that is almost unexplainable of what emotions are produced through a game such as this, is fun, invigorating, and a bunch of other words to describe anything as crazy as this, but to bring it down to one word, “frantic”. I found myself maneuvering side to side of the screen, boosting off of gates and tunnels and maintaining combos all while focusing on staying alive. If anything the gameplay reminded my of the, oh, so popular game, Canabalt, while Canabalt may have established the genre, Solipskier added dramatically to the genre’s essence, bringing out a whole new meaning for, side scrolling, jumping game deal, things or whatever other phrase you want to name it! The only un-exhilarating part of this game was the death-screen, which provided the best and saddest, game-over music I’ve ever heard.

Graphics were enthralling, I loved the kind of vectorized feel (I know they’re not actually vectorized, at least the characters, the rainbow trail and the slopes are not, but, everything else can get away with the feel of vectorization, such as the landscape details and other factors, therefore, including backgrounds, vegetations and other details. Motion blurs were excelling in this game, I loved the use of them for such items, in trees or other vegetation that is placed when you draw a slope and such things as trees and cabins, that are quickly placed after the slopes have been drawn by you. The visuals themselves were awesome, I loved the total simplicity of the whole ordeal, such as the slopes and mountains or the background details, which didn’t demand attention. One thing I would have liked to see in the game was more color, I know the theme is supposed to be eerie and punk/rock stuff, but it a bit depressing from the visual analyzes. The only non-black through white color noticeable was the rainbow trail, produced from combos and proceeding through gates. Either way, graphics were lovely and top-notch, though I would have loved to see more color introduced, through the course of the game.

Sound was beautiful, the main music fits perfectly with the actual gameplay. The rock music (or whatever these kids are calling it now-a-days) set the mood for the entire game and kept up with the actual pace of the game, whereas you’ll be traveling a hundred miles per hour (100 MPH) thus the music seemingly keeps up with you. A good example of something that would not work for this game would be classical music, could you imagine some peaceful, calming music as your tearing down the slopes going one hundred miles per hour, (100 MPH) the answer simply is no, therefore the music choice was excellent and provides a unique experience to the game. Unlike, some music, the main music featured in the game was not tiresome, not dull and I could listen to it a hundred times over and not feel the urge to mute it. Sound effects were well in place and were featured in everything necessary for a realistic skiing feel, such as the skis crushing into the snow, or a nifty little sound effect as you pass through a gate. I want to emphasize that the game over music is depressing and has to be some of the best game over music ever! A cool effect in the game, which is a pretty minor feature, is that some people have said that around 50 miles per hour your headphones fall off in-game, thus turning off the rock music, though I have not been a able to successfully mimic that going around 55-57 miles per hour, so it could just be some theory, or some crazy person!

Replay-ability was not this game’s strong point, therefore, meaning that it held no awards, no in-game achievement system, nor anything that would make average user come back after playing a couple of times through and testing the slopes. I would have liked to see some sort of system there to encourage you to continue, atlas there was no system in place and I do not see the incentive for the average user to continue, besides the sheer fact that you could find the game enjoyable and additive, if you’re one of those people, sure there is replay value, but if you’re not then there’s no real point to continue playing, unless something is screaming for you to come back (example: achievements, medals). While this game does not hold and significants in the non-Kongregate community view, on Kongregate the API was implemented, where you’ll be able to submit high-scores and other statistics for you (the user) the challenge other players, which is a big plus in my book!

Overall Solipskier was absolutely amazing! The whole flow of the game was superb and all I can say about the game is great things! The difficulty was perfect and provided difficulty on how you wanted to play the game, whether or no you are a snail or turtle. Gameplay was exhilarating, I loved the speed of the game and the combo multipliers, which kept the game is a frantic mood. Graphics and visuals were terrific, especially with their simplicity and design by Greg Wohlwend, I would give him a high-five *whoosh sound* *high-five motion*! Sound were spot on and were abundant throughout the game, which I loved, especially the rock music and sound effects, which created a mood for the game. Replay-ability was a low point for the game, in-game wise, but made up for it with the Kongregate API functions and statistics. Don’t waste another second, go play Solipskier! [Play Solipskier]


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The Dreamerz Machine [OFFICIAL Walkthrough]

The Dreamerz Machine

[Play the Dreamerz Machine] Game Description: The dream machine used to ensure that everybody slept well and had good dreams but one day it broke down and the dreamerz became plagued by nightmares. A hero was needed and one was found; you. Repair the machine and restore peace to the world in the latest point and click adventure by Rob Donkin and RobotJAM.

Below is a complete walkthrough for the shash-hit game “The Dreamerz Machine”
[View the complete walkthrough forThe Dreamerz Machine“]

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Color Theory [OFFICIAL Walkthrough and Review]

Color Theory

[Play Color Theory] Game Description: Manipulate the power of colors and achieve color awesomeness in this fun retro puzzler based on additive color theory! Collect a primary color to make blocks of that color disappear. Collect a secondary color to make the blocks of the primary colors that make up that secondary color disappear. This unique puzzler makes you memorize the additive color theory as you must match up secondary colors to remove the blocks of primary colors, while primary colors, only remove themselves off of the stage, more information about the additive color theory, here.

The main difficulty points of this game would be if you, or do you not, know the additive color theory, if you do, this game will be a breeze for you, if you don’t you could run into some problems here and there. The entire game is based off James Clerk Maxwell’s additive color theory, in which red, green and blue, under a “model involves emitted directly from a source or illuminant of some sort”*. Intertwining these additive, primary colors results in secondary additive colors, usually shown in cyan, magenta, and yellow, witch, under equal intensities results in white. (I know, I probably sound like another annoying teacher!) Now that you got that down, the game should be a snap, besides the platformer twist that’s included in this unique game, whereas, the game is based more on a puzzle standpoint than an actual platformer standpoint, so as long as you know the additive color theory and how the game runs based on those law, you should be in tip-top-shape!

The game itself was relatively easy on the brain, compared to mind-numbingly difficult, I was expecting the game to be somewhat of a challenge, but instead it was on the weak side, but instead, also mixed in a platformer tribute and allowed the game to expand in other qualities besides the puzzle element the game has been tagged and known by. I would have liked the game to challenging and demanding to provide a more difficult and puzzling atmosphere, but it remain relatively easy, giving it a fun quality to it, which isn’t a bad exchange, whereas the levels caught onto a simple and easy pattern to figure out.

Color Theory

Graphics were excellent, even though it’s extremely hard to judge, since the game on held six colors in it’s arsenal, three primarily additive and three secondary additive colors. The graphics fit the bill in this game, since it was literally limited to six colors to make up the entire game, in exception for shades of grey, which were displayed in the main menus and character design. I really enjoyed the simplicity of the visuals, they were relaxing and created a unique sense to the game.

Sounds were okay, at the best. The background music actually gave me a pretty bad headache, so I ended up muting it for a bit (obviously I have it on right now). The music, in my most unbiased opinion, is unique, mysterious and unique. It’s kind of techo-ish, kind of Native American-ish, with the added drums and other instruments. Sound effects were spot-on and worked very well with the game, such as the level complete sound effect or the death sound effect, displayed either when you complete a level or have fallen off the stage (in some cases, when you bump into an enemy). The added sound effects, actually started to blend with the music, which is a good thing and didn’t pop out on you.

There wasn’t actually an apparent difficulty ramp in place and many of levels seemed at place and steady, containing a flat difficulty ramp, in my opinion. I would have liked for there to be more expression for the difficulty ramp, for it was rather bland and provided a same-old-same-old idea in each level, which never actually challenged the user to think much, but provided a unique platformer experience, where seemed tough to expand onto, at least through my perspective of the game.

Replay-ability was lacking, whereas there was no incentive to continue and repeat the game for a second or multiple runs through specific levels or the entire game. I would have liked for there to be an in-game achievement system in place, thus there being incentive to play again. Since there is no exact encouragement to continue throughout the game, I do not see myself coming to the game again for a second round.

All in all, the game was something to behold, truly! I loved the simplicity of the game, the idea, a platformer intertwined with a puzzle quality that allowed the game to provide a unique experience. The graphics were terrific and the elementariness of the game, created a extreme simple idea and a creative feel, since the game only had six total colors in it’s arsenal. The sound was a bit repetitive, but the sound effects were terrific and worked well with the entire scene. There was an obvious missing difficulty ramp, which left the game with a hole and gave it an empty feeling. Replay-abilty was apparently lacking as there was no incentive to continue the game after completion on level thirty. In collaboration, the game was amazing and if you find ten, fifteen minutes in your day, you’ll have to play Color Theory! [Play Color Theory]


[Continue watching part two of the walkthrough for Color Theory]
[Continue watching part three of the walkthrough for Color Theory]

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Color Carnage [OFFICIAL Review]

Color Carnage Ima-firin-mi-lazar!

[Play Color Carnage] Game Description: Fight off hordes of flying people with your laser eyes while building a giant pile of body parts below you. Build your pile higher and higher as more and more people fly all around you. This game is primarely a mini-game and was built in under one week. Play as a red, (what should we call him.) Stickman, as you fend off swarms of white Stickmen, to avoid dying and to continue the grouth of your body pile of, made up entirely of stickmen body parts (arms, legs, torso, ect.)

The game rapidly becomes more difficult as you proceed through the game, as more and supplementary abundants of Stickmen appear, with added frequently. As additional enemy Stickmen pass by you, they tend to come back at and odd angle so that it’s practically impossible to attack them with your varying types of lasers in your arsenal. Besides the actual enemies, which you’ll most likely be concentrating on, your own body pile can get in your way, numerous times, I’ve gotten stuck under a collaboration of arms, legs, and other body parts, resulting in imminent death (sounds creepy, eh?).

If anything this game was action-packed and created a frantic mood to the user. The onslaught of enemy Stickmen are almost enough to overwhelmed you (or your processor!). The game itself was very face-paced and provided, little time to make up for mistakes or lost time. The game actually provided no exact storyline (make up your own you lazy KH writer!), thus leaving an empty hole in the game, that could only be sown by the developer (the legendary joeybetz). An added storyline would provide a heart and soul for this game, currently with it’s mysterious theme. Never-the-less the game gave out a quick, frantic, minigame feel.

Color Carnage

The graphics were beautiful, that is if you consider, blowing up a Stickman to smithereens with lasers and building up a body pile an art, then yes the game is indirectly beautiful, the graphics themselves, were excellent, one of the best visual effects of the game was how to enemies (when blown up with your lasers) turn colors, when hit, leaving behind a splatter mark, as if graffiti or a paint splatter in several neon, colors (hence the title of the game, Color Carnage). If anything, the game visuals reminded me of Elephant Rave, part of the Elephant series (Achievement Unlocked(2), This is the only Level, Balloon is Wasteland) by John, or otherwise known as jmtb02.

Sound was terrific, it worked quite well with the whole mystery theme, yet was fast-paced enough to blend in with the game style. The sound effects were well in place and could be heard over the music, unlike some games that have sound effects and d0 not amplify the actual sound effect over the roar of the music, in place. There was sound effects for everything that was necessary, which worked out perfectly, and provided an awesome sound experience, you could say.

There was a difficulty ramp, but it feels like the game itself tossed you in and then spike the difficulty ramp too soon, there was definitely a learning curve to the whole thing, although (if I’m not crazy) there was a tutorial in the beginning when you started the the game, but who reads those? Just kidding, but reading a tutorial isn’t anything like living the tutorial. The only problem I have with an in-game tutorial, with a “shoot at this, shoot at that, jump” is that this is a minigame, there isn’t supposed to be those kind of ideas, in place, there should be a genuine learning curve in-game that gives you time to actually learn the game as a whole.

Replay-ability wasn’t the strongest point for this game, there were no in-game achievements, nothing to reach for, besides a highscore table, which might be appetizing for some people, but not for the average gamer who walks into, to play the game. I would be coming back more often if there was something to strive for, a goal, anything, but atlas there is nothing is place, so I don’t believe I’ll be taking a trip down memory lane anytime soon.

All in all the game was terrific, it had a few flaws, but what minigame doesn’t, eh? The difficult ramp was a bit sketchy and off,  but the game itself once you get past the learning curve was awesome, providing a frantic, action-packed feel, that also made itself clear in the music. Graphics were terrific, and gave it the name Color Carnage with it’s neon paint splatters and colorful pieces of carnage left behind from the enemies. Be sure to play the hit game, Color Carnage [Play Color Carnage]

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Achievement Unlocked 2 [OFFICIAL Walkthrough and Review]

Achievedment Unlocked 2

[Play Achievement Unlocked 2] Game Description: This is a game about you.Yes you, the player: A lowly blue elephant in a world that has no defining purpose. But you will create a purpose, and that purpose is to do the unthinkable. The extraordinary. The tasks that few have thought to achieve. The world you struggle in pushes back with tremendously nonsensical squares and launchers… coins that pay for things you would only imagine should have been free to begin with. Spikes will be hellbent in causing your demise. This will not be easy. And while the road of purposelessness will be overbearing you will succeed. You know why? Because it’s your destiny.Welcome to metagaming hell. Welcome to Achievement Unlocked 2.

Achievement Unlocked 2, is a very simple concept to grasp and requires almost, a zero learning-curve, as you tour your way room to room do random things to unlock achievements. The game provides very low difficult, except for some of the more puzzling achievements, where more thought is obviously necessary. Several of the achievements are earned within the first couple of seconds, if you know how the game runs [for example the right, left, down, up arrow key achievements]. I would have liked a little more difficulty to be there,  but atlas, that isn’t exactly the point of the game, it’s supposed to be and is, funny, ironic and interesting, adding difficult, where-as the user would be challenged would ruin the above qualities of the game, which give it the, “lolwut?” factor

This game was ultimately made for laughs, it’s hilarious (maybe not laughing out loud and everyone looks over at you kind of hilarious, but nevertheless, funny) The game is absurd and amusing in a whole. I really thought that the game could be a bit deeper though. I often thought to myself while playing it, “Why am actually playing this” and trust me that’s pretty disastrous, the game seemed to drag on a bit and eventually, after a while, got tiresome. To put it this way, there was no goal, obviously this is the point of Metagaming, but seriously, my attention isn’t going to span that long to play a Metagame about Metagaming. That was the real downfall of the game. I liked the concept itself, but because there was no goal, I felt that there was something missing the entire game.

A Super-Secret Level?

The graphics, were excellant, I loved the use of gradients, disastrous in other games, where it tends to look tacky, but Achievement Unlocked 2 pulled it off! I agree that the graphics were not exactly visually appealing,  but the graphics themselves, didn’t try to sell the game, but the concept itself did, and crazy, hi-tech graphics were not necessary. The visuals worked and provided an arcade-like experience.

The music was terrific, it was happy-go-lucky, and lively, perfect for a game like this, of shear fast-pasted achievement bursts, which worked really well with the game. The music didn’t get tiring and wasn’t irritating. Sound effects were well in place, that roared over the music, which is exactly what we’re looking for, I’ve noticed some games recently have these, almost, unnoticeable sound effects, and you hear them and go, what was that? You hear it a couple more times and you realize that it’s not a freak-accident, but really a sound effect, Achievement Unlocked did not do this and provided strong sound effects, providing a confident feel.

There was no actual difficulty ramp, because for one, you could go in any order of achievements you want, practically, depleting reasoning for an actual difficult ramp. If a difficulty ramp was to be in place for Achievement Unlocked 2, that would almost ruin the entire point of the game. While I agree that there are easier achievements in place at the beginning of the game, where you’d have to be a fool not to get immediately, that’s only the first twenty or so seconds, the rest of the game is whatever you want to do and is pretty flat.

Replay-ability wasn’t a major factor in this game, considering your achievement data saves, didn’t save, it’s not like you could just come back to the game and resume, whatever you were doing, once you quit, you’re done. Besides not being able to resume your game, I wouldn’t see myself coming back except maybe for the Multiplayer Rooms, which I can never get connection, so I have no idea, what that is about, but I assume, you’d be racing others, or working together to complete the game, that sounds hectic, but exciting and fun, though with my connection problems…. Either way, the game can make you come back, if you’re interesting in other modes, time trials, story mode, multiplayer modes. Replay-ability falter in this game ultimately because there is no saved data, to continue from if you want to resume your game.

Overall the game was terrific, it was a good 20-30 minutes of pure entertainment, it was witty and exciting and provided a unique, experience, only comparable to the original Achievement Unlocked and a new game called Epic Coaster (just to clarify, Epic Coaster is a spin on Achievement Unlocked). The game is perfect if you consider yourself a badge-aholic. The music and graphics worked well, with the game. The game lacked in two areas, and that was replay-ability (no saved data) and a difficulty ramp. Phenomenal, creative and unique game in general, breaking it down to it’s basic element, I suggest you go play Achievement Unlocked 2, right now and tell all of your friends, that it came out today! [Play Achievement Unlocked 2]

Achievements: [Hit ctrl+f to seach this post for the achievement you are stuck on]
1) Hello Again – Start the game (Load up the game)
2) Playtastic – You found the play button (Hit the “Play” button on the Title Screen)
3) Crossroads – Discovered the Main Menu (Visit the Main Menu)
4) Mission Accepted – Start the game (Begin Achievement Unlocked 2)
5) Tiles Loaded – Loaded the level (Load up Achievement Unlocked 2)
6) Home Sweet Home – Found your home (Visit Home – Most western room)
7) First Floor – Reach the first floor (Reach the First Floor)
8) Second Floor – Reach the second floor (Reach the Second Floor)
9) Third Floor – Reach the third floor (Reach the Third Floor)
10) Fourth Floor – Got to the fourth floor (Reach the Fourth Floor)
11) Fifth Floor – Got to the fifth floor (Reach the Fifth Floor)
12) Cataclysm – Welcome to reality (Reach reality)
13) Storefront – Found the store (Reach the Marketplace)
14) Thrifty – Found the second shop room (Reach the Second Room in the Marketplace)
15) Windowshopper – Found the third shop room
(Reach the Third Room in the Marketplace)
16) Shopper – Found the fouth shop room (Reach the Fourth Room in the Marketplace)
17) Big Spender – Found the fifth shop room (Reach the Fifth Room in the Marketplace)
18) Shopaholic – Found all the shop rooms (Reach the Six Room in the Marketplace)
19) Navigationer – Found all the areas (Reach every location on the map)
20) Just Gave In – Bought the first level pack
(Purchase the First Level Pack in the Marketplace)
21) Add-on-tastic – Bought the second level pack
(Purchase the Second Level Pack in the Marketplace)
22) Deluxe Edition – Bought the third level pack
(Purchase the Third Level Pack in the Marketplace)
23) Gold Edition – Bought the fourth level pack
(Purchase the Fourth Level Pack in the Marketplace)
24) Platinum Edition – Bought the fifth level pack
(Purchase the Fifth Level Pack in the Marketplace)
25) Charge It! – Buy all the level packs
(Purchase the Sixth Level Pack in the Marketplace)
26) Wallet Burn – Press a purchase button
(Purchase something in the Marketplace)
27) No Refunds – Jump on a purchased upgrade
(Upgrade Purchase something in the Marketplace)
28) Panicked Shopper – Panic in the shop (Hit the Panic Button while in the Marketplace)
29) Home Emergency – Panic at home (Hit the Panic Button while at Home)
30) Panic Attack – Panic ten times (Hit the Panic Button 10 times)
31) Thirsty – Drink some water (Drink Water at Home)
32) Save the Whales – Drink all the water (Drink all of the Water at Home)
33) Wheel and Deal – Jump on the hamster wheel
(Jump onto the Hamster Wheel at Home)
34) Full Speed Ahead! – Reach full speed on wheel
(Reach 88 MPH on the Hamster Wheel at Home)
35) Two Trick Pony – Run both ways on the treadmill
(Change direction while on the Treadmill)
36) One… – Go once over the wheel (Jump over the Treadmill)
37) Two… – Go twice over the wheel (Jump over the Treadmill)
38) Three… – Go three times over the wheel (Jump over the Treadmill)
39) Four… – Go four times over the wheel (Jump over the Treadmill)
40) Five! – Go five times over the wheel (Jump over the Treadmill)
41) Dismount! – Jump off the wheel (Jump off of the Treadmill)
42) Teleport! – Go through a teleporter (Go through a teleporter on Floor Four)
43) Beam Me Up – Exit and Enter every teleporter (Go through every Teleporter)
44) Freefall Forever – Get in a downward vertical loop
(Fall down the side path of the rooms to reach the First Floor)
45) Falling Up – Create an infinite teleport loop upwards
(Create a Teleporter, to make an infinite loop)
46) Corpse Loop – Get a corpse into an infinite loop
(Drop a corpse into a Looping Teleporter)
47) Reenter – Enter the same teleporter twice (Reach the same Teleporter Twice)
48) You Might As Well – Jump up and down (Press the Jump Button – arrow key)
49) Bouncy – Jump 10 Times (Press the Jump Button 10 times – arrow key)
50) Flouncy – Jump 50 Times (Press the Jump Button 50 times – arrow key)
51) Trouncy – Jump 100 Times (Press the Jump Button 100 times – arrow key)
52) Pouncy – Jump 250 Times (Press the Jump Button 250 times – arrow key)
53) Full Jump – Do a big jump
(Press the Jump Button until you fall back down – arrow key)
54) No Double Jumping – Try to double jump
(Attempt to double jump – hit the arrow key twice)
55) See Ya – Die. (Die from a spike or hit the Panic Button)
56) Subtle Movement – Move a tiny amount across the screen (Move Slightly)
57) Panic Attack – Hit the Panic Button (The the Panic Button on your keyboard)
58) Midflight Deceased – Panic while airborne (Panic while in the air – arrow key)
59) Multideath – Die 10 times (Die Ten times)
60) MegaDeath – Die 50 times (Die Fifty times)
61) GigaDeath – Die 100 times (Die One-Hundred times)
62) Impaler – Die on spikes (Die by hitting a spike)
63) Stalagmite – Die on upward spikes (Be Impaled by an Upward Spike)
64) Stalactite – Die on downward spikes (Be Impaled by an Downward Spike)
65) Staleftmite – Die on leftward spikes (Be Impaled by an Leftward Spike)
66) Starightcite – Die on rightward spikes (Be Impaled by an Rightward Spike)
67) I Love You Spike – Die 10 times on the same spike
(Be Impaled by the same Spike 10 times)
68) Pink – Turn a spike pink (Be Impaled by a Spike)
69) First Floor Pink – Turn first floor spikes pink
(Turn all of the Spike on the first floor pink, by being impaled by them)
70) Second Floor Pink – Turn second floor spikes pink
(Turn all of the Spike on the second floor pink, by being impaled by them)
71) Third Floor Pink – Turn the third floor spikes pink
(Turn all of the Spike on the third floor pink, by being impaled by them)
72) Fourth Floor Pink – Turn the fourth floor spikes pink
(Turn all of the Spike on the fourth floor pink, by being impaled by them)
73) Fifth Floor Pink – Turn the fifth floor spikes pink
(Turn all of the Spike on the fifth floor pink, by being impaled by them)
74) Pinky Swear – Turn half the spikes pink (Turn half of all the Spikes pink)
75) Pinky Promise – Turn all the spikes pink (Turn all of the Spikes Pink)
76) WASD – Prefer the WASD Control (Use the WASD keys to move your Character)
77) Arrow Keys – Prefer the Arrow Control (Use the arrow keys to move your Character)
78) Colour My Tile – Paint a block (Paint any block in the game)
79) 100 Pretty Tiles – Colour 100 tiles in one room
(Paint One-Hundred Tiles on any Floor)
80) First Floor Painted – Paint 100 tiles on first Floor
(Paint One-Hundred Tiles on the First Floor)
81) Second Floor Painted – Paint 100 tiles on 2nd Floor
(Paint One-Hundred Tiles on the Second Floor)
82) Third Floor Painted – Paint 100 tiles on 3rd Floor
(Paint One-Hundred Tiles on the Third Floor)
83) Fourth Floor Painted – Paint 100 tiles on 4th Floor
(Paint One-Hundred Tiles on the Fourth Floor)
84) Fifth Floor Painted – Paint 100 tiles on 5th Floor
(Paint One-Hundred Tiles on the Fifth Floor)
85) Coloured 50 – Paint 50 tiles (Paint any 50 Tiles)
86) Coloured 100 – Paint 100 tiles (Paint any 50 Tiles)
87) Coloured 150 – Paint 150 tiles (Paint any 150 Tiles)
88) Coloured 250 – Paint 250 tiles (Paint any 250 Tiles)
89) Repainted 500 – Paint 500 tiles (Paint any 500 Tiles)
90) Launcher – Touch a launcher (Access a Launcher)
91) Launcher Cleaner – Clean all the first floor launchers
(Access all Launchers on the First Floor)
92) Launcher Scrubber – Clean all the second floor launchers
(Access all Launchers on the Second Floor)
93) Launcher Polisher – Clean all the third floor launchers
(Access all Launchers on the Third Floor)
94) Launcher Rinser – Clean all the fourth floor launchers
(Access all Launchers on the Fourth Floor)
95) Launcher Washer – Clean all the fifth floor launchers
(Access all Launchers on the Fifth Floor)
96) Launcher Powerwasher – Clean all launchers
(Access all Launchers on all of the Floors)
97) Look, a Penny! – Find a coin (Collect One Coin)
98) Pennybags – Collect 30 coins (Collect Thirty Coin)
99) Moneymaker – Collect 60 coins (Collect Sixty Coin)
100) Pennywise – Collect 90 coins (Collect Ninety Coin)
101) It Prints Money – Collect 120 coins (Collect One-Hundred Twenty Coin)
102) Scrooge – Collect 140 coins (Collect One-Hundred Fourty Coin)
103) 1st Collection – Collect first floor coins (Collect All of the Coins on the First Floor)
104) 2nd Collection – Collect second floor coins (Collect All of the Coins on the Second Floor)
105) 3rd Collection – Collect third floor coins (Collect All of the Coins on the Third Floor)
106) 4th Collection – Collect fourth floor coins (Collect All of the Coins on the Fourth Floor)
107) 5th Collection – Collect fifth floor coins (Collect All of the Coins on the Fifth Floor)
108) Gotta Collect ’em All! – Collect all the coins (Collect All of the Coins on the Sixth Floor)
109) I’m Glad You’re Here – Stick around for 10 seconds
(Play Achievement Unlocked 2 for 10 Seconds)
110) Good Company – Stick around for 30 seconds
(Play Achievement Unlocked 2 for 30 Seconds)
111) BFFs – Stick around for 60 seconds (Play Achievement Unlocked 2 for 60 Seconds)
112) West Side – Look West (Use the Left Arrow/A Key)
113) East Side – Look East (Use the Right Arrow/D Key)
114) Dizzy – Flip direction 5 times in 1 second
(Use the Right and Left Arrow keys to quickly move the Character back and forth)
115) Hover – Stay airbourne for 6 seconds (Jump into the air for 6 seconds)
116) Dead Crowd – Generate 3 corpses at once (Gather 3 corpses)
117) Corpsaholic – Generate 5 corpses at once (Gather 5 corpses)
118) Necrophilia – Generate 10 corpses at once (Gather 10 corpses)
119) Spike Corpse Hoedown – Land 3 corpses together on the same spike
(Gather 3 corpses off of one Spike)
120) Corpse Levitation – Suspend a corpse for 2 seconds
(Maintain a copse in the air for two Seconds)
121) Corpse Juggling – Suspend 5 different corpses (Maintain 5 copses in the air)
122) Body Drop – Send a corpse to another floor (Land a corpse in another room -Lancher+Panic = Hint)
123) Undead Touch – Touch a dead corpse (Bump into a corpse)
124) Telecorpse – Teleport a corpse (Toss a copse into a teleporter – Panic Button)
125) Teletired – Teleport 50 times (Use 50 teleporters)
126) Relapse – Panic while touching a checkpoint
(Hit the Panic Button while at a Checkpoint)
127) Respawnorama – Respawn at every checkpoint (Respawn at every Checkpoint)
128) Clicky – Click click clickaroo (Click the Screen)
129) Not Left Click – Check out the Right Click Menu (Hit the Right-Click Button)
130) BILLY MAYS – Enable Caps Lock (Hit the Caps Lock Button)
131) Scrolly – Scroll the achievements list (Scroll through the Achievements list)
132) Extreme Scrolling – Scroll to the very bottom
(Scroll to the bottom of the Achievements list)
133) So Happy! – Make a happy face with keyboard letters (Type out :) into the Keyboard)
134) Erasure – Push the backspace key (Hit the Backspace button on your Keyboard)
135) Quality Time – Set the quality lower (Change the Quality of the game)
136) Waltzing Ma – Push the tilda key (~) (Type out ~)
137) Partial Colon – Push the semicolon (Hit the Semi-Colon Button ;)
138) Silence is Golden – Push the mute button (Hit the Mute Button)
139) Same combo as my luggage! – Push 1,2,3,4,5 (Type out 1,2,3,4,5)
140) Paste in Notepad – Push the centre of the wheel (Click the Center of the Treadmill)
141) Dash! – Run 20 metres in-game (Move your Character 20 metres)
142) Look I’m Big! – I made music! (Hit any Key on the Piano – Floor Two)
143) Keyboard Hero – Hit every piano key (Hit Every Key on the Piano – Floor Two)
144) Ode to Joy – Play Ode to Joy on the Piano
(Play Ode to Joy on the Piano – Floor Two: E, E, F, G, G, F, E, (D))
145) Twinkle Twinkle – Play Twinkle Twinkle (Little Star) on the Piano
(Play Twinkle Twinkle Little Star on the Piano – Floor 2: Low C, low C, G, G, A, A, G)
146) Row Row Row Your Boat – Play Row your Boat on the Piano
(Play Row Row Row Your Boat on the Piano – Floor 2: Low C, low C, low C, D, E)
147) Piano Slide Up – Hit every piano key from bottom to top
(Hit Every Piano Key from left to right)
148) Piano Slide Down – Hit every piano key from top to bottom
(Hit Every Piano Key from right to left)
149) Corpse Organ – Land a corpse on a piano key (Toss a corpse onto a Piano Key)
150) Chord – Play a note while your corpse plays another
(Toss a corpse onto a Piano key and hit another)
151) Harmony – Play a note while 2 corpses play another
(Toss two corpses onto the Piano and hit another note)
152) High and Low Cs – Jump from the last key to first
(Play from the last key to the first key)
153) Fort Alpha – Find Hidey Hole 1
(Access the “lower middle of first floor, in the “room” “blocked” by a launcher”*)
154) Fort Beta – Find Hidey Hole 2
(Access the “upper left of first floor, under the spikes”*)
155) Fort Gamma – Find Hidey Hole 3
(Access the “middle of second floor. Straight to the left of the respawn point”*)
156) Fort Delta – Find Hidey Hole 4
(Access the “upper left part of second floor, in the lower of the two long paths”*)
157) Fort Zeta – Find Hidey Hole 5
(Access the “upper left part of third floor, in the hard to reach half-room”*)
158) Fort Eta – Find Hidey Hole 6
(Access the “right side of third floor, in the lower of the indentations in the wall”*)
159) Fort Theta – Find Hidey Hole 7
(Access the ‘middleish’ of fourth floor. Jump straight up and go right from the respawn point”*)
160) Fort Iota – Find Hidey Hole 8
(Access the “upper right part of fourth floor. Right under those spikes in the “tough to jump to” spot”*)
161) Fort Kappa – Find Hidey Hole 9
(Access the “Fifth Floor, upper right part, pretty much where you will land if you manage to avoid the spikes by the elevator launcher”*)
162) Fort Lambda – Find Hidey Hole 10
(Access “to the lower far left on fifth floor. Really, it’s almost too obvious that there is something in that spot”*)
163) Fortable – Find a Hidey Hole (Access any Hidey Hole)
164) Oooooooh *Push* – Push the orange button. (Press the Orange Button in-game)
165) No button! – Release the orange button. (Release the Orange Button in-game)
166) Pressing Issue – Push the orange button 20 times.
(Press the Orange Button 20 times)
167) And…. hold! – Hold the orange button down for 3 seconds (Press the Orange Button for Three seconds)
168) Pretty Button!!! – Look at the button (Stare at the Orange Button)
169) Quick to Strike – Hit the orange button twice in a second
(Double Tap the orange button in less than a second)
170) Inactivity – Don’t do anything for ten seconds (Don’t Move for 10 seconds)
171) Survival – Don’t die for 20 seconds (Stay alive for 20 seconds)
172) Invulnerable – Don’t die for 40 seconds (Stay alive for 40 seconds)
173) One Wheel! – Stop one slot reel
(Spin the Slot Machine and stop one slot on Floor Three)
174) Two Wheel! – Stop two slot reels (Stop two Slots on the Slot Machine on Floor Three)
175) Three Wheel! – Stop all the reels(Stop two Slots on the Slot Machine on Floor Three)
176) Insert Coin – Start the reels (Spin the Slots Machine on Floor Three)
177) RGB – Stop the reels on Elephant, Llama, Giraffe (Stop the Slots to make the combo of: Elephant, llama, Giraffe)
178) Elephant Jackpot! – Get all Elephants in the slot machine
(Stop the Slots to make the combo of: Elephant, Elephant, Elephant)
179) Emu Jackpot! – Get all Emus in the slot machine
(Stop the Slots to make the combo: Emus, Emus, Emus)
180) Llama Jackpot! – Each all Llamas in the slot machine (Stop the Slots to make the combo:Llama, Llama, Llama)
181) Consolation Prize – Match 2 random symbols in the slot
(Stop the Slots to get 2 animal matches)
182) Not a Winner – Match no symbols in the slots (Stop the Slots to match zero animals)
183) Trip Giraffes – Match 3 giraffes on the slots
(Stop the Slots to make the combo: Giraffe, Giraffe, Giraffe)
184) Addicted Gambler – Lock the slots 30 times (Play the Slot Machine 30 Times)
185) Left it Running – Leave the floor while the slot wheels are running
(Access any other Floor while playing with the Slot Machine)
186) Reely Restart – Restart a reel (Restart the reel)
187) Reel it backwards – Hit the reels in the reverse order
(Hit all of the reels in reverse order)
188) Three Times the Minute – System clock time is divisible by 3
(Divide the system clock by 3)
189) Rollout! – Roll the mouse off the screen (Roll your mouse outside of the game screen)
190) Mouseing Around – Move the cursor 1 foot across the screen
(Move the cursor until you’ve traveled a foot)
191) 10 Foot Mousetrek – Move the cursor 10 feet across the screen
(Move the cursor until you’ve traveled 10 feet)
192) EleClick – Hey, that tickles! (Click on the Elephant with your mouse)
193) Won’t Follow Directions – You just had to do it…
(Access the right click menu and hit “Don’t Click Here”)
194) Further Fall – Fall two floors (Fall Two Floors through a chute)
195) Super Fall – Fall three floors (Fall Three Floors through a chute)
196) Mega Fall – Fall four floors (Fall Four Floors through a chute)
197) Colossal Fall – Fall all the way to the bottom from the top
(Fall Five Floors through a chute)
198) Further Ascend – Rise two floors (Fall Two Floors through a chute)
199) Super Ascend – Rise three floors (Fall Three Floors through a chute)
200) Mega Ascend – Rise four floors (Fall Four Floors through a chute)
201) Colossal Ascend – Rise from the bottom to the top (Fall Five Floors through a chute)
202) I Can’t Live With This – Die outside (Use the Panic Button)
203) Safer Inside – Go back inside from the Cataclysm
(Go from the Cataclysm to the inside)
204) Two Browser Windows – Open two browser windows of the same game
(Open Achievement Unlocked 2 in Two Different Browsers)
205) Break Time! – Find the hot coffee feature
(Return to the game, with the second window – See 204)
206) Break Off! – Start playing again on the main screen
(In the New Window play Achievement Unlocked 2 – See 204)
207) Buzz – Move around in the coffee feature
(Move your Character in the Coffee scene – See 205)
208) The Burn! – Jump in the hot coffee mug (Jump into the Coffee – See 205)
209) Warm… – Fall below the hot coffee stage (Jump off the Coffee Stage – See 205)
210) Colder… – Fall further below the coffee stage
(Fall further off the Coffee Stage – See 205)
211) Even Colder… – Fall even further below the coffee stage
(Fall even further off the Coffee Stage – See 205)
212) Cold Coffee! – Find the secret secret stage
(Reach the Stage below the Coffee Stage – See 205)
213) The Final Straw – Stand on top of the straw (Reach the top of the Cold Coffee Straw)
214) There’s the pump! – Start the pump (Start the Pump on Floor One)
215) Begin the fill! – Fill the first floor height (Fill the First Floor with water)
216) Keep Filling Captain! – Fill the second floor height (Fill the Second Floor with Water)
217) The Pressure! – Fill the third floor height (Fill the Third Floor with Water)
218) The Bends! – Fill the fourth floor height (Fill the Fourth Floor with Water)
219) Full Glass! – Fill the entire building with water (Fill the Fifth Floor with Water)
220) Draining – Drain the entire building from the fifth floor (Drain the level)
221) Hey, a Pastry! – Poop a Pastry (Press Spacebar to make a Pasty)
222) Yum Yum! – Eat a Pastry (Eat one of your Pastries)
223) Maximum Pastry! – Poop 10 pastries (Make 10 Pastries)
224) Pastry Chef – Poop 30 pastries (Make 30 Pastries)
225) Pastry Connoisseur – Consume 25 pastries (Eat 25 Pastries)
226) Bloataphant – Eat 50 pastries (Eat 50 Pastries)
227) Doggy Bag – Launch a pastry into a teleporter (Make a Pastry fall into a teleporter)
228) To Go Order – Use a launcher to launch a pastry
(Use a Lancher to shoot away a Pastry)
229) Pastry for the Dead – Give a pastry to a corpse (Make a pastry and hit a corpse)
230) Soggy pastries – Make pastries underwater (Make a Pastry underwater – See 214)
231) Drown – Die underwater (Drown yourself underwater – See 214)
232) Do a Barrel Roll! – Push Z or R twice! (Hit the keys Z or R Twice)
233) I Don’t Get It – Access the walkthrough (Hit the walkthrough button in-game)
234) Stop and Hop – Jump without moving left or right
(Jump without moving in any direction, but up)
235) Aww Poor Puppy – Look hopeless (Wait/Freeze for a moment)
236) A Decade – Earn 10% of the achievements (Earn any 25 Achievements)
237) It’s Roaring! – Earn 20% of the achievements (Earn any 50 Achievements)
238) Days Past September – Earn 30% of the achievements (Earn any 75 Achievements)
239) By Volume – Earn 40% of the achievements (Earn any 100 Achievements)
240) Fifty – Earn 50% of the achievements (Earn any 125 Achievements)
241) Every Time – Earn 60% of the achievements (Earn any 150 Achievements)
242) Hey, Youre Passing! – Earn 70% of the achievements (Earn any 175 Achievements)
243) B Average – Earn 80% of the achievements (Earn any 200 Achievements)
244) Final Run – Earn 90% of the achievements (Earn any 225 Achievements)
245) Almost There! – Earn 95% of the achievements (Earn any 239 Achievements)
246) I Can’t Shake Him! – Earn 96% of the achievements (Earn any 242 Achievements)
247) Almost… there… – Earn 97% of the achievements (Earn any 245 Achievements)
248) Stay on Target! – Earn 98% of the achievements (Earn any 247 Achievements)
249) Pull Up! – Earn 99% of the achievements (Earn any 259 Achievements)
250) Absolute Completion – Earn every other achievement (Earn all 250 Achievements)
Original Walkthrough by ArmorGames
In-Depth Description by Kongregate Helper
*”Hidey Holes” Guide by Zophia

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