This makes a great My First Flash Platformer, except the fact that it's the third in a series is a little disconcerting. All the weapons are the same, the button-spamming attacks are absurdly easy, and the "go here now go back now go back again lol!" level design isn't very interesting. Jumping should involve a little more user input--variable height and fall time, etc. The fact that there are level boundaries and you can't meet them with standard campaign play is terrible--I shouldn't have to stop playing, go kill some guys, and restart the level to finish the game. And the fact that I DO need to should be a documented a little better.
So it's a decent game, but absolutely nothing special or new.
So tell me, HOW exactly is this better than the first one? Or even different, for that matter? Still looks unpolished, still PLAYS unpolished.. I'm all for RPGs and strategy games, but look, when you're just stuck down in the desert with no semblance of a guide or what to do, it's really hard to get into, or be AT ALL motivated to play, a game.
I think the most flagrant issue that keeps this from being an okay game is the fact that there's no way to lose, and as such, no challenge. Maybe incorporate a timer gauge that always decreases and receives a boost whenever you hit a balloon. Also, from a technical standpoint, the fact that clicking the reload button makes you shoot first and the fact that balloons make popping noises before the gun makes a firing noise are a little weird.
A good rule for ANYTHING Flash is to start by increasing the framerate, as there is nothing more infuriating than playing a choppy Flash game on a $5000 computer. Aside from that, some good advice has been covered here--incorporate some animation, like the bears rising out of the slots or bullet holes when you score a hit, add sound, and do something about the pesky TAB key. With all of those, we'd be looking at something engaging and entertaining as opposed to an intro-to-Flash experiment.
The only technical problem I've found is that the "Play" button doesn't work--I have to right-click the animation and click 'Play' to get to the game. That aside, this is a good start, but I'd advise you to learn a little more Flash before uploading anything to Kongregate. Also, copyright issues aside, people like seeing NEW content--perhaps you could design your own sprites or ask somebody else to help you design them next time?
Suggestion: Check out some Flash-design tutorials or take a class. Or at the very least, do a Google search for what Psychadelic mentioned. Everybody has to start from somewhere, but this is the kind of thing that you keep to yourself, not upload to Kongregate.
I wonder what the devs were thinking when they designed this? "Okay guys, let's take Achilles, which was pretty mediocre, keep the awkwardly random gameplay, annoying auto-targeting, but make it so that you have to UNLOCK advanced attacks--and here's the catch, even once you buy them, they won't work!"
It was bad the first time around, and changing the name and the skin didn't make it any better. I wonder what Kon's motive was for giving this game a card challenge?
Music is annoying, art is annoying--gameplay is great. The aspect that things are always coming towards you is a nice change from the usual complete-luck-based mouse skill games. We need more like this!
When you consider this game on its own it's alright, more or less--but considering the fact that DDR-in-Flash has been done a million times before, and more successfully than here, I'm a little less than enthusiastic.
Also, I was able to get a full perfect combo on my first try--multiple difficulty choices, or at least ramped up arrow action, would be significantly more fulfilling for us Kongregate keyboard veterans.