The demands on the player to cut tentacles as soon as they are connected in the later levels are absolutely ridiculous. Was this originally designed for tablets? Even there it would be unreasonable, but level 18 in particular seems to be completely unplayable with a mouse.
Any flash game which involves rapid button mashing and a time limit really needs to use a timer which is effected by the game's overall performance. Several of these are flat out impossible on my computer, because the game is running too slow to register enough keystrokes in time, regardless of how fast I hit them.
I like the core concept, but... wow is it ever easy to just buy and fully upgrade the revolver, drop some speed traps when given the chance, and get the balloon finished before further upgrades are needed.
Generally nifty, but there REALLY needs to be some sort of hint for the not at all standard controls. Like "Hold J and K to restart a level" or something.
The speed run achievements seem to be rather broken. Even if I manage to have every unit dying the instant it appears on screen, hold fast forward the entire time, immediately launching new waves as soon as possible, the easiest map is still going to take something like 15 minutes, with a weirdly large portion of that being the time it seems to take the game to realize every unit is dead. Plus, even if it did work right, I don't really see the point of this one. Beyond the few seconds you can shave off by building as close to spawn points as possible, there really isn't any speeding to be done. It's basically an achievement awarded based on how fast your computer can render the game.
The pacing is slow, you have such an absurdly high hit point count that you can't ever die without actively trying for it, you're prone to random involuntary movement, and the whole customization gimmick is based around earning points you can spend to make yourself a slower moving target with a bigger hit box. While I have no idea why you would ever want to do that, the character editor determines your official size in such a way that you can make yourself larger at no cost. Rather depressing lack of thought behind it really.
Hmm... has this been modified since it was first posting? I don't recall time slowing down when under attack the first time around. Wasn't aware you COULD keep everyone from dying before the badge went in.
The AI really needs some work, and the delay before starting a level is really excessive. I get wanting to let people get a view of the level before starting but why not just make it a "hit any key to begin" sort of thing?
Nice concept, but the collision detection seriously needs work. The second screen is very much just getting lucky and not planning/skill, and the third screen, well, I'm embedded in the floor and unable to move.
Very nice aesthetically, but the level generation code really needs an overhaul. It's the sort of game that should really about the twitch-factor involved in knowing when to jump and how far, but even with perfect timing, you are eventually going to randomly die regardless of skill due to either an obstacle placement that can't be dealt with (for instance, a stack of box just inside a window and before a long leap), or because you are forced to take a blind leap of faith, with absolutely no way of knowing if it should be long or short until after the fact.
The easiest fix would be to generate a number of obstacle chains that pose a nice challenge but won't cause cheap deaths, and randomly mix them in, separated by short stretches of flat ground allowing the player to recover from the last randomly selected stretch before starting a new one.
Pretty nice in general, particularly the level design, but here's a few points that jump out as annoying as heck:
- As a Ferric at least, my attack speed seems to be roughly twice as fast as the invincibility cooldown after hitting a monster. What's the story with that?
- The double-tap back to dodge trick. I've yet to see a place it would be useful, and have killed myself on multiple occasions by accidentally activating it.
- When dead monsters drop items, it seems to be impossible to pick them up for half a second or so, which is much more significant in practice than it may sound.
- Those little wall-moles often drop items which become stuck in the wall.
- Minor compared to the rest of these, but early on I hit a spike covered floor after a leap of faith jump, that's a big platformer level design no-no.
When you're working in this sort of double joystick bullet hell sort of game, you really need to keep the level design philosophy tight and constricted. When it's wide open like this, things get far too boring far too soon.
Three things that would make extreme improvements here:
1- Go with something a little more complex than a one-button interface. Even left-click to select, right-click to move works. As is soldiers keep wandering towards interface buttons and trying to order medics to heal someone just leaves me selecting the injured unit instead.
2- Interface feedback of some kind. Specifically, I can never tell if a soldier is properly benefiting from nearby defenses in any way shape or form.
3- (and this is somewhat related) give soldiers enough of a rudimentary AI to, say, hop into a trench if they're right on top of it.
Major major balance issues. Having to choose between playing a land or drawing kills the viability of multicolor decks, and really just makes a purple deck overpowered in general.
The fact that this is the only feature that distinguishes it from being a straight-up plagerization of Magic doesn't help either.
The concept is rather interesting, but the hit detection is really really spotty. Particularly with regards to the ball passing straight through the paddle at times.