I recognize the music (Ballblazer) and must award 3 stars for good taste even though it's ripped.
Beyond that, the game works but has little to hold interest(e.g. different levels with obstacles and ways to change direction)
I really like the pixelling work, and the rest of the production values, but...
It relies too much on random noise to place enemies. Without any interesting enemy formations or patterns, a shoot-em-up game can't hold interest very well and that's why people are saying "too repetitive." Randomness is a good basic gameplay device but it's easy to make it too extreme - it has to be "shaped" into something more uniform to be useful in generating a level.
The interface is good but the rules are very minimal and hard to understand. Adding screens with text and diagrams that show how a typical game is best played would help.
In particular, it took me ages to realize that the sentence "if you score points in a row with a bonus, you get the behavior" means that any means of scoring points(two adjacent, three the same, etc.) will unlock the rings. This is the kind of thing a diagram will help with.
I like the game overall, it just needs a little finetuning and polishing.
It's a pretty decent chess AI, but the market for any chess game at all is absolutely saturated, and this game is really bare-bones.
A version with tutorials, chess puzzles that use the challenge API, and ideally a multiplayer mode, might do OK.
The gameplay feels mushy because, although the roles of creep and defender are reversed, the mechanics haven't changed enough to respect the different goals and challenges of the creeps. The inclusion of a money supply, random bonuses, and the potential for infinite cash feels like a cop-out on design: a better way would be to turn this into a puzzle of arranging and releasing the perfect order and type of creeps given a limited quantity of each.
That is a much harder design challenge, though, so I respect this attempt for being well produced given its flaws.
I should add that I haven't changed the tutorial at all so it's way out of sync with the rest of the game as far as looks, but the content is still accurate.
Will try to fix that tomorrow.
I've done a graphical overhaul. Also made a few stabs at performance improvements and - I think - solved the restart bug. Over the next week or so I will be cleaning up the code to support recordings, tweaking a few more things as I go along. When I'm done with that I'll add extra gameplay and call it 1.5.
Try sitting at the menu for a while. Watch what happens to the starfield.
This game could be fun with two changes.
1. Larger size, people prefer having the game mostly fill their screen.
2. More interesting patterns. The goal and interface are easy to understand(though I ran into the circle and not the square first) but there isn't enough context to make the player's movements interesting.
If the speed of the balls were based on, for example, colors in the background around them, the player would have enough information to plan a route instead of just avoiding the nearest danger, which would result in truly interesting movement.
OK, here are my plans for a 1.5 version:
* Increase game resolution and contrast ; add a more legible font (I know things can be hard to make out onscreen. If this isn't enough I'll redraw everything bigger for 2.0)
* Improve on the tutorials and interface. Increasing the resolution will let me add more information.
* Add demo recordings. I planned this from the beginning: it's going to be the basis for the high scores, but those are coming a little later. You will be able to view the top scorers' game sessions. No cheating or keeping secret exploits to get to the top.
* Add some upgrades and hopefully other gameplay elements. Build on the core gameplay already present.
* Fix bugs. If you can, please include the game number when you find a bug. It's shown at the end of every wave at top, and when you press restart. That way I have a chance of reproducing it.