Good game. I have a couple suggestions for improvements:
- Keyboard to select ammo
- Text on Armory Screen to describe ammo. Maybe even damage numbers.
- Rockets that miss land should not do damage vertically
- There is no way to defend. I think a defense mechanism would add a lot of the game. Maybe a shield you can buy from the armory, that lasts 2 rounds?
- Super Rockets do very little damage against enemies. However, they one-shot players. A little more consistency would be nice.
- The furthest guy on the last level always kills himself.
Looking forward to your update. It's definitely a good foundation.
Very entertaining game. It could use some polish, and it has some balance issues, but I did spend way too much time playing it today, so I have to call it a win.
There are a few dead-end strategies. I see some people complaining about being unable to win a certain fight, but that just pushes you towards a different ending. There are a couple of ending you have to earn. That said, I doubt anybody is ever going to earn the Invincible title.
Overall, I think each clan had a very good feel to it, and I liked how you had to take the time to learn how to use their abilities. The Poison Water and Dark Wood clans need a little tweaking, but their idea is solid.
I'm looking forward to the updates, and the next game. Great job.
Fun with gauges. The last 3 were a lot more difficult than the others. The top row seemed to 'snap' to the best settings if you were close. It looks like a good prototype for testing user input methods? Also, saw 121900 a lot, even when my was completely wrong on random gauges. Either way, it was fun for a few minutes.
I think the mechanic has a lot of potential. The gameplay itself was interesting, but was a little too rough to keep my attention. A little refinement in terms of responsiveness to user input would increase my enjoyment quite a bit... especially given that the game is timing-based. Overall, I think it was a good attempt