Cool game, I really liked the boss. Wish it had a bit more of a theme and a bit of a break for the high level of tension. It ramps anxiety up pretty high. My brain could use occasional breaks to recover.
This is the easiest to use and most robust version of a sandbox/falling sand game that I have ever played. I really commend you for the effort that was put into it. I love the way so many of the elements interact with each other. Nice work!
I like the art style and effect mixing pixel with low poly 3d. Plays poorly on older PCs, but 3d in Flash will do that. Very much like a kirby/mario hybrid, but definitely one of the better platformers in Flash. Very few frustrating moments so far, and I love the cannons.
I love this, and anyone who could possibly vote it less than 5 stars really has no concept of how much effort goes into making a game of this caliber adn scope. Sure, it's silly that you called it Dino Strike, yet I cant ride the dinosaurs (the only thing anyone wants to do), but its still really freaking awesome. It took the best teams in the world to make beat-em-ups of this scale in the 90s -- and its still no walk in the park today. It could be improved, but for a free game this is really awesome.
Re: Kenneth
While the bouncing through enemies may seem strange, if the ball bounces off of them, it is constantly being shot down to the drain. The upward pushes of enemies and the bumpers were implemented to keep the gameplay flowing and fun, not pushing the player constantly to their death. Normal pinball tables dont have enemies like that, so it's something we had to design from our own heads. That said, we can definitely try to improve on it.
We're hearing a good amount about the physics feeling off -- can anyone elaborate on how they think it should be changed in order to improve the game? What parts feel "off" is it too floaty? should monster collisions not push you as hard as they do? do the kickers at the bottom feel retarded? Any feedback we can get will help improve the concept!