Hey guys, thanks for the bug reports. Something changed with the browser flash player, but I put in a quick fix that should hopefully get this game working again. Let me know if there are any other issues!
Once I figured out how to play the game, getting 500k+ consistently is pretty easy, then it's about ~5 plays till the hard badge. At the beginning, when the sun is approaching quickly, do anything it takes to keep your combo up (including launching backwards -- that gives you a Sun Dive trick anyway). Your combo breaks if you stay on one asteroid too long, so as long as you launch off quickly your combo will keep going. Don't be afraid of breaking asteroids if you're approaching from a bad angle or if your speed is too high to control. Just practice reaction landings (remember, if you land on the underside of a asteroid, hitting left makes you go right!) and you'll soon be getting 700-900k off your first combo alone and well on your way to the hard badge.
I like this game. Some of the levels are really challenging but none are too impossible. The black hole mechanic is unique and helps this game stand out from other platformers. Some of the game engine needs to be polished around the edges - some of the jumping/landing on platforms is a bit unsmooth and I sometimes got stuck in walls somehow and had to press M to restart the level. Good game overall though!
The ringneck progress bar is bugged; it will stop recording progress at some point (mine stopped at 35%, which is really weird since it needs 50 deaths so the percentage should be a multiple of 2) but once you get 50 deaths on your tail it will unlock regardless.
Has potential, but controls are quite unintuitive. Especially the bouncy stuff is hard to control on, that stuff should be saved for harder tracks. Having more easy levels at the beginning (levels that consist of mostly pressing right, maybe up a couple times to jump gaps) would make the game less frustrating and ease new players in better.
wooo beat it on hard! It seemed like once I got through the early game the difficulty ramp couldn't keep up with my friends, maybe the difficulty should ramp up faster on Hard? My final friend composition was 2 shotgun (dps/aoe), 3 snipers (for fast enemies), an ice, a poison, and a random throwing star dude because I like throwing stars. Although the tutorial says selling weapons isn't recommended, I found it useful to give a early friend a slingshot when I can't afford anything else and then sell it later for a better weapon (you keep all upgrades when you sell a weapon, and selling the slingshot only loses you $20)
The physics seem really wonky, especially those exploding blocks. For example, when running into a group of exploding blocks from the side (your character is 3 blocks tall) the top and bottom blocks will explode but for some reason the middle block won't until you jump or move away. It's really hard to tell how much time you have after landing on an exploding block to jump before you fall (it depends if you slide at all or not). Also, your character will slide if you try to change direction but can stop instantaneously, which means that if you're moving left and want to go right it's faster to let go of all keys for a split second then press right than it is to just pressing right and releasing left. The list of awards on the main menu also doesn't seem to work (I have "complete 5 consecutive stages" but not "complete 3 consecutive stages" ?????)
If you're going to have the player have a hand on the arrow keys and a hand on the 1,2,3,4 number keys (you need to do this for some levels) please don't also make the player reach for the mouse between levels, it's really awkward.
When you pause, balloons keep spawning on the bottom and they all come at once when you unpause. Also, clicking the pause button again should unpause, the player shouldn't have to look at the instructions to find out that he needs to press P. Also, pressing P while the game is unpaused restarts the music for some reason. Good start but needs more testing and polish.
This is a simple, but solid game. Everything runs smoothly and it is pretty fun to play for a while.
The score system is extremely geared towards getting very large groups, to the point where the bombs become extremely secondary. Also, getting high scores relies heavily on getting several multiplier hexes, so if those don't appear early you might as well restart. If the increasing returns on larger groups was toned down, the bombs might feel more useful.