You are told at the beginning that your initial stat growth is 1/10 of your starting stats. You can see your current stat growth on the help screen (the ? button).
The mystery potion gives 1 skill point, but the speed potion doesn't seem to work.
It's interesting that some of Socrates's (your) objections are themselves fallacious. As he points out in the final chapter, just because you find the consequences of a viewpoint undesirable doesn't mean that view is false. However, he uses that type of argument against both Protagoras and John Stuart Mill, and tries it against Kant! You aren't as good at this as you think, Mr. Jones.
So, while I admit this is a tension (obviously the arguments Socrates presents are not perfect), he does have to show in the final chapter that the consequences are not as dire as his opponent is making them out to be in order to have his argument accepted. So the game is, I believe, consistent in horrible consequences being grounds for rejection. =) But good observation!
Neat game, but I see why some people hate it. Directly controlling the aiming would totally ruin the whole point of a 'ragdoll' game, so I don't know why everyone keeps demanding that. However, there are two things that you should consider: the first is that the time of 'protection' after a death should be a little bit longer. There are plenty of times when you revive in the middle of a stream of lasers and bombs and don't have enough time to get out.
The bigger thing for me, though, is that I have to hold down the space bar to fire. When making a game that relies so much on movement, you should realize that some keyboards won't properly register 3 held keys. I keep sliding along the ground while shooting, and dying because a I can't move up at the same time. I see no reason why the shooting shouldn't be automatic.
This is an awesome game. The music is ****ed up, but it fits with the game's style. My only complaint is that some of the later levels are almost entirely dependent on getting the right powerups at the right time, and it can get very frustrating if you have bad luck.
It would be nice if there was a free-play mode, like the infinity level, except that the player chooses his weapon, powerups, number of enemies, level size, etc. However, this would probably be tough to make and still keep the same look and feel of the rest of the game.
To all the people complaining, level 10 is EASY. I beat it on my first try. You get laser powerups that can kill a blob in 1 or 2 shots. What's so hard about that?
This is a good start to a game. It needs expansion, like maybe levels with goals, or a choice of different starting positions. Also, you should be able to select which point connects to a new pylon (it shouldn't automatically be the closest one).
Great idea, and fairly well-made, but its too limited. The range of notes available severely limits the number of songs that can be made. Also, why is it restricted to quarter notes? I realize that I could make them eighth notes by doubling the tempo, but what if has a tempo of 130 or higher, so that is impossible?
I think you should add two scales instead of just the one, and allow the notes to stray farther from those scales. Also, you should allow notes shorter than quarter notes.
Primary weapons are boring.
Manually controlling secondary weapons is unnecessary and distracting.
There is often too much going on at once on the screen.
When you die, you only get 1 powerup back of each type, no matter what level you were. It should be scaled.
When you beat the first boss in each city, and go back the way you came, why do all the enemies miraculously come back to life?
Why do you fly from London to Sydney when another one of your destinations is Paris? Going to Paris first would obviously be faster.
The music is annoying.
This game is pretty much average for its type. I've seen much better.
This game is fun at first, but it gets boring quickly. It gets too repetitive. There's what, 6 different enemy types over 50 levels? Not much diversity there. Even the bosses are exactly the same. There definitely needs to be some variety there, because the bosses are really easy if you have the homing missile upgrade. There need to be different bosses, and the later ones should have some interesting and difficult attacks, not just a boatload of HP. On the last level, once I destroyed all the regular tanks, I didn't get hurt once, but it still took like 5 minutes to kill the boss. That was probably the most boring final boss fight I've ever fought.
You can equip a shield with a ranged weapon! Equip a one-handed weapon first, the equip the shield. Then you can replace the one-handed weapon with a two-handed ranged one, and still keep the shield!
I agree with pretty much everyone else that putting crazy frog at the end basically ruined the game. The regular Axel F might have worked, but it still wouldn't have been the best. You built up a certain style through the game, and you should stick to that.
There are lots of good ideas in this game. I especially like that most towers not only attack, but also power up your hero or other towers. The changing effects of towers when upgrading adds some strategy, but in order for it to work well, people need to know what the towers do. If they haven't figured it out, they may get to frustrated to keep playing.
The same thing goes for the new paths/shortcuts. If you're not expecting them (you haven't played before), they can cause serious problems. You should give some warning a round or two before they appear.
I also think that the instructions could be better written, with clearer descriptions of towers' effects.
Lame. Once the ball gets about halfway to either side, you can't tilt the platform anymore, so you lose. In general, the balls are to heavy relative to the force with which you can tilt the platform. One small (looking) ball can put the whole thing on its side.
The puzzles are good, but for a game about altering gravity, the physics aren't very good. My main complaint is that the anomaly balls move at a fixed, not relative, speed, so if you are falling and throw one down, it may actually move slower than you. It's not very helpful when that altered gravity pops up AFTER you've crashed into the ground.
So, while I admit this is a tension (obviously the arguments Socrates presents are not perfect), he does have to show in the final chapter that the consequences are not as dire as his opponent is making them out to be in order to have his argument accepted. So the game is, I believe, consistent in horrible consequences being grounds for rejection. =) But good observation!