I felt "ok, 2/3 bosses killed, the game will be pretty much the same until the end" when I wandered into the Dungeon - nice! The change of scenery and navigation pattern helps a lot!
Also it was the first place where you actually needed to at least jump between attacks (T.O.U.S.); simple attack mashing was good enough for everything else.
Controls are simple enough, good thing you didn't try to scatter skill hotkeys all over the place.
You might want to ensure that every player fights at least once in each zone - it wasn't until the very end when I discovered the "columns in the desert" background; almost missed out on a big part of graphics.
Why no more platforming elements? Jumping is FUN! Do vertical levels :)
Personally I don't wish that the game was longer - with such simple mechanics it was just the right length. This is where the next part might actually shine - when you add more mechanics, e.g. inventory or skill tree, you can go and increase the play time to days :)
+1 on all the top-rated comments (add more abilities in the next installment etc.), and also:
- needs minimap,
- better scrolling (neither spacebar-dragging nor arrows are intuitive; maybe just drag on an empty square?),
- maybe selecting party members with ABCD or, dunno, ZXCV (as 1-3 is bound to abilities).
I thought that Achievement Unlocked taught people not to make unchallenging games with just "BAZILLION STARS COLLECTED" flashing on the screen...
It's too easy, replaying the level again and again gives you unlimited money...should be Gemcraft-style or in fact every-thought-over-game style, when you only get more money after you improve your score, with level on 100% giving you 100% money and that's all.
Two things to be improved:
- the ammo picker wheel, while adorable, isn't all that functional. Would much prefer to have it all visible on the screen, being able to choose ammo with one click, not click, wait for rotate, click;
- the middle of the game is too linear to be fun: you got new type of ammo? then you can ONLY beat the level using this type of ammo (one shot in most cases)...takes away much of the tinkering with physics fun...
Well, I would imagine that adding a platformer into a tower defence would be tricky (how in the seven hells would you be able to run about the stage and place blocks?!)...and here is where the pause mechanics came in veeery neatly, without making the game ridiculously simple (because no damage is done during pausing...but fortunately you can collect the toys, too). Also liked the little jumps the Dad does when being locked in hand-to-hand with a demon - I see that without it you would need to use jump three times as often and it would be a bit tiring.
Game is REALLY nice - haven't seen such appealing trade system since years ago (I mean, it is rarely seen in such simple variety, the eXplore-eXpanders have got it much more complicated). Unfortunately, the difficulty curve seems to be underplaytested (bought the big ship after few missions and then it was just Autofight and Go), and the interface...looks better than it works. CRIES for "sell all weapons and armor" and tick boxes like "auto Go after Autofight"... Guys, you are great and I know you put LOTS of work in this - just polish the rough edges, pls...
Sorry, you should work on something to prevent going thru levels out of order, gamers don't tend to listen... Also I get the feeling that sometimes I was going through walls when I wasn't supposed to. Nothing original here...
The upgrade system isn't very satisfying, you know? Putting points in magic to see many stats decrease...and I am not talking about attack cost, because as a fraction of total MP it stays the same when MP number goes up, pointless... This would be great game (graphics are professional and sweet!) if someone worked on the character advancement... Well, storylines are nice sometimes, too, but I would still prefer better and broader upgrade system.
Really nice - has a Crimsonland-style shooter with map really affecting gameplay, character upgrade system (minimal, but makes impact), tower defense (also simplified) and CTF! If only someone made a full-scale game out of it (you know - in fullscreen the game area would be less clutered and tons of stuff to buy, upgrade and collect could be included)... Got my 5/5.
Seems like a Kongregate's experiment with pay-per-play... Nice game, but not that gameplay - I get that this is supposed to be old-school arcade recreation, but ain't got that "snap".
Graphics are great, sounds are nice. Well, if you are really planning on a sequel: it would be nice to show which wave is it now; make the stages more interesting (not only left/right, also multileveled, with obstacles, platforms, ponds and stuff); if the bonus exp was not added, but increased multiplier of battle XP, it would scale much better; introduce item sets (no need to explain, as the game inherits from Diablo already ;P); dreaming now: make the main character more vivid (yes, I know he is dead for few thousand years, but look at Richard from LFG!). And, aside from that: HOVER IN THE AIR WAVING THE MURDEROUS FLAIL OF DOOM, RENDER THE PEASANTS UNCONSCIOUS WITH THUNDER, THEN CHARGE AND REAP THROUGH THE WEAKLINGS LIKE CROPS READY FOR HARVEST AND INCINERATE ANY SURVIVORS WITH THE RAIN OF FLAMING DEATH FROM THE SKY! GREAT GAME!
Great game, simple and fun! Interesting achievements, graphics with a twisted style. Do a multiplayer version and we will be CycloManiac Racing in no time!
To be honest, it isn't very fresh. It is just a minigame. I think it is similar to Frantic more than average shooter, with the card system taken out and more "convenient" upgrade system inserted. Work on this (good game in simple style) and your next flash submission might be really tops :). Liked the bonus mode, reminded me how I changed tactics when shield was better and I was able to shoot bullets out of my...rear ;)