Really, really liked it ! Lots of interesting mechanics, between the protection instead of aggression bit, the delayed archers just at the edge of your moving range, to the stun and bonus swing when you block late. Lots of good ideas in here !
A few things which might need rethinking :
Narratively speaking, your player is going to invest in the first character he sees. So, in your intro you may want to start with a view of the statufied knight before proceding with the part where the kid is getting trapped.
The mechanic for the bonus swing is really unclear. The x2 sign does not speak of multiple swings. Maybe you could have doubled the sword gauge, since this one is extremely readable.
Last thing : you way want to clarify the just defend window. You could have done so using your current visuals maybe by showing a blinking shield icon above the knight.
You really got something here ! Cheers !
Good feedback! I'm still mostly in the process of learning to do the narrative part well (even now, one-and-a-half years after making this game) so I appreciate if people point out my mistakes there. I also saw issues with the double attack's readability during playtesting but among my testers it seemed everyone found it eventually and the moment they did seemed to be a fairly positive experience for them, so I thought it was a good idea to leave that part in. I admit I would resolve that in a very different way if I was making a game like this today ^^
Delightful game ! Your character really has character ! :) The animation is really nice and convey perfectly this dashing move : throwing your hat on someone's face. That said, the hat return being just a reset in the sprite state really breaks character. I read people asking for a boomerang hat or something, but I think a hat respawn in one or two frames could do the trick. Something magical like the teleport 'poof' ?
Your storytelling animation about the Tear of Neriah in the library is absolutely stunning. If you're thinking about leaving Flash (and you probably should, given the magnitude of your work), please don't leave your 2d art/animation skills behind. Maybe a full framework like Unity, or even good old 2d libraries like Allegro or Gosu for C++ could help you getting the job done. Whatever you do, please don't drop that : it is truly magnificient !
Extremely pleasant game ! The graphical effects on the scratches and breaks on the 3rd track are incredible and balance perfectly the fact that the rhythm is simpler here than on the other tracks. Perfect misdirection. And perfectly scaled as a summary of what we learned on the first two tracks. Please keep up the amazing work ! I wanted so much to play the boss battle with what is taught on track 4 !
I didn't really understand why, but in a level of the "first computer" group of puzzles, I hit some kind of flashing multicoloured square, and I now have a little multicoloured square near this group's icon. Is this a kind a hidden bonus ? Are there others ? I'd also like a link to the credits once I finished the game : I didn't find one and hadn't had the time to check the author and musician's sites.
I fell in love with the hacking mini-game ! "Hey look I'm Nicholas Cruise or something, playing Ethan Bourne typing bullsh*t to hack into your internetz. I type so fast that I set your firewall on fire!1!" I was placed in the role of the actor and the spectator simultaneously and this was hilarious. Please give us more of this ! :D
Graphics are excellent. very good ideas on weaponry. Gameplay should be tuned. If you use one-hit-you-die traps, please also place checkpoints. Playing through the earlier levels can be very frustrating when you were struggling against hordes of zombie a second ago. Power ups should identified or clearly visible. It's also frutrating to charge a mob with a chainsaw only to discover that you now have a flaming crossbow reloading veeery slowly. And finally, patterns would indeed make the game a little less repetitive. Maybe random patterns on mid section and a special one at each end of level ? It could be another way to reward the player for going so far with something different that merely more monsters and ammo.
Animations make it real fun and nice to play, so please do something about the frustrating parts...
There's not enough combinations of towers that actually work... And the ones that do, do it way too well. Range upgrades are of no use compared with the sheer mass of projectiles gained from packing towers. Please work up the balance of your towers/upgrades costs/range. Quite an interesting td nonetheless.
Good feedback! I'm still mostly in the process of learning to do the narrative part well (even now, one-and-a-half years after making this game) so I appreciate if people point out my mistakes there. I also saw issues with the double attack's readability during playtesting but among my testers it seemed everyone found it eventually and the moment they did seemed to be a fairly positive experience for them, so I thought it was a good idea to leave that part in. I admit I would resolve that in a very different way if I was making a game like this today ^^