Just figured I'd touch base and let you know, I'm still working on the game, and it's coming along nice. Unfortunately, still might be a while for an update, since I had some prior commitments that are kinda monopolizing my time. But lots of cool improvements more specialty enemies like heavily armored enemys, shield projectors, and a at at least one boss that will attack you (freezes turrets in a building with ice block, which you can break with other weapons). Also, structures level up, can drag-aim guns (big improvement in flow), spiffy looking terrain, lots of stuff really. Might be a month or two, but next update should be a 'real' beta version :). But thanks for all feedback, it's much appreciated.
Bullets move way too fast in relation to how fast you can alter your direction, so there's no bullet-hell style 'find the opening' gameplay, or gauntlet style swarming. IMO, drop their bullet speed and firing rate in half, and let your avatar get an 'agility' boost when running into green guys, and perhaps turn green guys into projectiles (crazy, but sounds fun to me). Anyways, that'd make the player look for green guys as power boosts before taking on groups of red guys. If going for more gauntlet style, then likely just watch some vids of that game, you'll see what you're missing. I just don't feel a visceral impact, and this type of game needs that badly. For most gameplay types though, your avatar should be half the size it is now, at least, those corridors are way too narrow, IMO.
In general, I don't feel like anything is very powerful (me or enemies). Also, I'd say once you are down to a certain number of enemies, you should enter a retaliation mode or something, where enemies come at you, perhaps more powerful, I really don't care, but cleanup of this sort in a maze is wicked boring. Having that would turn end of levels into something more exciting, and if enemies become more powerful, perhaps something you think about towards end of level. If pathfinding is a problem, then change the colors and drop the walls, having the game morph into a slightly different kind of shooter towards end might be good.
Random ideas and suggestions: I like the presentation, menus and such are clean and music is good. Primary fire is too weak to have limited ammo, and just make it unlimited, there are fun things that you can do with that I think (like have it be a cone of damage that ends at cursor, and widens if cursor is close to you, perhaps turning into reflective shield). This would free up the left mouse for a powerful lobed explosive or something, ricochet missile that penetrates enemies (perhaps increasing damage when passing through enemies or bouncing off walls), something more interesting. Charge up spots are kinda boring, especially since you seem to have to move to enemies (if it were Pac-Manish, it'd likely work well), I'd say just let shield charge up fast when not getting hit for a bit.
@yoya: Yea, there is a difficulty level 'setting', it's just not traditional. Check out the Creep Bait ability, it's basically your difficulty level, but you choose when to use it (likely reading the description will let you know the concept behind it).
You can also purchase an ammo resupply, it's one of the special abilities on bottom toolbar. It's a good idea to fire off as much ammo from all guns before doing that though, as it will resupply all commander ammo. It's really pretty cheap, especially if you burn up at least 2 commander's ammo (not too hard if you go nuts with artillery and missiles), but it's balanced by the fact that it's not a persistent power boost like buying/upgrading a structure.
I forgot to respond to something from MagSun, the simulation is a bit broken, and does not resolve correctly at high speeds right now. I've made some mistakes in the simulation stuff, and will fix that. Also, yea, the AA missiles are a bit annoying too, they're currently handled 'realistically', in that they look at their target's velocity and such and attempt to intersect it. While this looks cool and all, it's not cool if they miss the target, like, ever. I'll likely make some adjustments and widen the range for a direct hit on enemies, so that the AA weapons will detonate closer to smaller enemies, should fix that.
Ok, put up a new version with fix for preview mode. It was fixed by me rebuilding the thing, not good, I'd rather it be a mistake I made :(.
@Acaios: Yea, things like that are going to be done, pretty much why I pushed the game's release status back to alpha. Decided there were just too many things that needed to be there to make it really work. I'll get it there though.
I'm aware of macs not having right clicks, but now alt-click should act as right click (just updated a few hours ago). However, I don't have a mac, so can't really test how well it works there. Also, if there's a more common way to handle similar things on macs, let me know, and I'll try to emulate.
@Esch: Should be able to right click and de-select (alt key on mac), if you can't, let me know. I should change that though, I think left clicking anywhere but on it should cancel, likely (radial menu needs alot of work in general)
@CurtyBr: I have a license for them, but I bought them from www.3drt.com, so you've likely seen them in other games. I did develop a shader and rendering technique so they look different than what you might have seen elsewhere, but there's still a good chance you've seen them and will see them in other games (esp indies where, like me, they don't have an artist :().
@MagSun: Hmm, flask seems to work fine here, but keep in mind it's in 3D, and it's destination is based on what it's dropped on. So, you can't hit airborne enemies unless they fly by a streetlight or edge of building (but I often designed paths so airborne enemies do just that). Ugh, not sure how I broke the preview button, but you're right, it's surely broken :(. I'll try to do another round of fixes today, thanks for feedback.
Regarding limited ammo, no automated turret has limited ammo, they're all unlimited. Commander's personal turrets do have limited ammo, and they really need to. If I gave them unlimited ammo, I'd have to reduce their power. Although there might be lots of changes to scaling, the idea is that you want to jump to turrets when you need to, or see a good opportunity to dish out damage, if you were in them for too long then you wouldn't have time for your other commander duties.
And in case it wasn't clear, you do not actually control the turret itself, but a turret that's teleported on top of the one you click (you can often point down and see the other turret doing it's thing). Therefore, you cannot negatively impact the performance of a turret by going into FP mode, in fact, in the future you will only potentially positively impact it (will transfer experience and possibly morale boost to turret under you).
@nevermath: Hey, if Cursed Treasure is more your thing, then by all means, play that, and enjoy, I'd freely recommend it to any fan, or non-fan of the genre (and have). But what a game should be does not, and likely will not interest me, what is fun is all I care about, and this concept seemed, and still seems, worth exploring. Unfortunately, the same things that make this game unique and interesting to some are the same things that will invariably turn off others. That's why I'm very happy this game, in it's unfinished state, is getting a relatively warm reception here, I thought exposing it to more hardcore fans of the genre might be too much of a double-edged sword.
Dangit, you guys are gonna force me to do an update just to fix one bug, aren't you!! :( Oh well, such is the life.
BTW, big yellow text might mean you're using/abusing the sniper upgrade bug, the damage text is scaled by the power of the hit and the size of the enemy, but I think I'll cap that scaling too, keep that from happening regardless.
@RealRetne: It works on neighbors, but that's certainly not clear enough. I think I'll change it so that the option to build one is limited by usefulness, so you just won't be able to build a sniper unless a gun is next to it.
@Deedzy: Although this may change, currently the targeting priority is based on the commander's preference (can mouse over commander panel to see it). I'm not sure that's turning out to be that much fun, so that might change (technically it has strategic worth, but that doesn't mean it deserves to be in a game). But you can also left click on an enemy, and it will mark it as a priority for killing, so there is a way to deal with that, but there might be more/better ways later (I plan on eventually having specialty enemies, like leaders, shield projectors, etc where this will be more useful).
@smoky77: Honestly, I quite agree with you, but Cursed Treasure is a well polished and finished game, currently this isn't (wish it was, trust me :)).
Thanks for playing guys, and the kind words (and the not kind ones, it's all helpful :)). I think it's likely best just to read the word 'Beta' as 'Alpha' for this game, I thought I could get away with a bit of a smaller game for the first incarnation, but not so sure now. The potential is there, I think, but too many things still missing for it to be truly compelling.
KillerKoala, I agree. I think the games are way too long in build phase mode, but about right in continuous mode. I have been considering a change so that levels would take an average of 10 to 15 levels, but using creep bait, up to 5 times, will add 2 levels to the max number of levels, and give you a star rating for the level (earning stars on levels would be required to purchase new commanders and other gear). I think this would make the game more fun for hardcore types, without requiring all players to play through the 'full' level to progress to the next (eventually, levels will require previous to be unlocked).
Made some rather significant changes to the game, added levels, music, menu, performance stuff, just a bunch of stuff. Scoring and, well, so much is changed, put it into a new version...