I like this and want to see it get better. Here are some 5-minute thoughts:
* The art is working against playability because all the tiles are "noisy" with very contrasting brightness so you can't tell apart foreground and background elements. This could be fixed by giving different classes of tiles different brightness and keeping contrast within a tile more subtle.
* I'm not getting enough feedback in combat. I didn't take the effort to look carefully at my hitpoint counter or the messages so I didn't even notice I was hurt until I was already dead. More sound and some kind of animation or procedural effect(a glow on changing text for example) would help this.
* I wish I was able to compare my equipment in ways besides dropping them onto my character. A "tooltip" style description of the item's name and status effects is what I'm thinking of.
How to parallel park:
Turn in, but don't go until you run out of room: start turning out again when you're 50% of the way to collision. This will straighten you out, but you will have moved in slightly. Then back up and repeat.
A real car, even a minivan, will turn better and be able to do this in two or three passes; for the game you'll have to use a dozen or more.
By "sugar glider" the hint means to use parachutes. Fly up high as soon as you get one, then avoid all platforms and float to the ground for maximum time = huge multiplier.
Then you can max out band and launch height. With an angled shot you will go the farthest; e-rockets help but are not required.
I changed how scores get uploaded, it should work more consistently now. (note: there is a bug in Flash Player where if it fails to connect at startup the player will decide to never try again. nothing I can do about it.) I'd like to work on the interface some more but I have work and another game project occupying my attention right now :)
This game has overloaded design. Fewer features done with more polish would have been the best way to improve the game; as-is, everything is too diluted and the numerous yet minor functionality bugs hamper enjoyment.
Like I said to you when we met, I think the game is good, but now that I've played it for a while I have two criticisms: I don't have enough information on where rocks are coming from. Without that info I can only react when a rock comes on-screen, which limits my strategies for controlling them. Second, the scale of everything feels off. There is enough room to dodge stuff, but not enough to move most rocks into orbit(at least at my level of skill). This makes it feel like pure luck when I can grab rocks.
I've tried a few times now, and I'm not sure hard mode is possible to win: my best efforts leave me with an final revenue that is 1/10 of what I need. I guess I'll give it one more go though. Pretty good game.
The gameplay is pretty solid, it just needs a more distinctive style and presentation. (something I'm working on for the next version of my own game) A gimmick to extend the game beyond single races would also help make it stand out.
I managed to get over the initial hurdle of the first few levels, and all the way to the 10th wave, but...
this game has an excessive number of negative feedback loops:
1. Long shots seem to work better(either hitting more targets or doing more damage, not sure which) but once you've got enemies that get past the long volleys you eventually have to aim close to take them down. You have to have *excellent* aim in the first few levels to pass them. By far the worst part of the game.
2. If you lose an archer then you're automatically screwed because you have only 2/3rds the firepower.
3. The random powerups are extremely useful but because they're random and you don't have the money to upgrade it early on, they can't work for you.
4. Spending money to restore hp leaves you with less to spend on the essential upgrades, so it is double punishment.
Pseudolonewolf: when you publish you should be able to set the size there. If the html doesn't specify a size(which is what Kongregate does) it will default to that. If that doesn't work you can use swfmill to change it.
Yes, I posted it before, and that was my first version. This is a major revision and I spent months on it. But the first one is explicitly named "1.0" and that would be inaccurate, so I decided to post a new one. If that really bugs anyone I could ask the Kongregate people to take it off, but DTD sets a precedent for allowing this.
Here is an example of the recording feature:
http://spacecreeps.com/playback.php?rec=1
To stop cheating you can't view today's game, but they will open up at midnight PST. (3AM EST)