How long do Chili Peppers / Iron Skins last? An entire battle? Only one rotation of enemies? A turn? A dungeon? Permanently? Keeping the player informed with these basic details via in-game info is incredibly important.
Also, for whatever reason, whenever I kill an enemy the framerate drops dramatically, even though my PC is should be more-than-capable of running this. This is using Chrome.
I think it would've been a better decision just to not have given the towers a ranged attack. As it stands, it's actually punishing to progress on to your opponent, which actually means faster units are something you may want to avoid. Not to count it makes the "retreat" tactic vastly superior to any other ones, and a battle is often decided by how many you get.
If you spam the up and down keys, and manually press the spacebar fast, you can shoot guns faster. Probably not something you need to know nor use, but there you go.
@Sheeplordsenior; And Bullet Heaven is a "rip-off" of games like Touhou. Bullet Heaven is not the first bullet hell game to ever be made, nor does it hold any-sort of monopoly on the genre.
Third iteration, still can't seem to make a stable, smooth-to-control game. Pity. Also, nothing worthwhile to speak-of when it comes to the subject of innovation and expansion. All-in-all, a rather pointless sequel from my view. Mayhap I'm missing something.
Could've used more mob types / boss battles to break-up some of the monotony. I was more or less disinterested by level 12. Not good when you have 63 total levels (or 21 levels, if you're not counting every level at every difficulty setting.) I would recommend some enemies with ranged attacks, so I would actually feel I need to up my defenses.
All in all, a rather run-of-the-mill static shooter with a generic personality and bare-bones gameplay that tries to stretch itself far too thin. The graphics were nice, I suppose; albeit the world felt very deviant from the characters involved (I mean, the world looked and felt steampunk, but the characters were high science-fiction, cartoony robots. Not exactly a fitting juxtaposition.)
2.5, but I rounded up to a 3.
Wasn't bad. The dragon bit was a bit asinine, though. I spent a good ten-or-so minutes running around in circles trying to kill him before I gave up and checked comments. Thankfully, Swinehund's comment was there. Introducing a mechanic like that, when no such mechanic preceded it, and putting nothing there (at least, from what I saw) that pointed out what you need to do, was a pretty stupid idea. The new weapon you get for completing the game was also quite underwhelming -- not exciting enough to warrant going through it all again with the only difference being you have that new weapon now.
I was trying my hardest to get a school of fish that kept popping in-and-out from land I myself could not enter, when an alligator (alligator, not a shark, alligator -- huge difference) instantaneously comes out from behind said land-I-can't-breach and eats me. I had absolutely no chance to react whatsoever. Just as buggy as the last installment -- that's just poor.
@banjomarx Although I agree with your sentiment pertaining to mana % usage on here, I'd just like to say that if character customization was WoW's saving grace, there'd be much more successful MMOs out there. WoW's character customization is, well, actually pretty shallow compared to others'. I apologize for my digress. Anyways, yes, I agree that'd it'd be better if spell usage wasn't % of total mana, but of your true base.
And, now, on my barbarian, whenever I run into a mob, the battle fade-out flash and sound effect constantly keep playing, and I never actually enter combat. I can move away to make the sounds and flashing stop, but my screen just goes completely back then...
Actually, pertaining to my comment earlier about my shaman, it has just came to my attention, whilst playing my scout, that quest items are actually supposed to go into your inventory, too. Things are going into my scout's inventory just fine, where-as my shaman's was not. I'm going to see if mayhap my shaman is fixed now.
Alright, pretty bad bug going on with my shaman, or, at least, I think it's a bug. Every time I loot a weapon (well, weapons are the only thing I've seen thus far outside of money and quest items) the icon disappears from the mob's / treasure chest's (has happened on both) inventory, and I see the item drop down into my inventory; however, whenever I actually open my backpack it is completely devoid of the item. I definitely can see this being game-breaking, whatever it is that's causing it.
3 turn