This game is pretty decent. My main complaint is that need to grind way too much to actually advance in the game. In addition, most of the options you get from advancing aren't actually options, they are just better versions of whatever you have. In addition, the AI ranges from sitting still while you shoot them to death versus instantly headshoting you to death with a pistol from off-screen. This leads to the main "challenge" being the AI which is two times your level killing you instantly while being repeatedly shot in the face to little effect.
This game takes the flawless production values and constant lack of resource in the first zombotron and turns it into an utter mess. There are freeze bugs. The physics are as glitchy as ever. Later levels are plagued by cheap instant death spikes, traps with absolutely no warning, and no sense of dwindling resources since you can die an infinite number of times at virtually no penalty and if you are low on ammo, the game spawns a chest next to you with free stuff in it. Also, the script is full of mistranslations. It is quite sad that what made the first game unique and fun was almost totally lost in the translation to this one.
Cute graphics and sound, but the gameplay is a mess. Three of the spells are basically worthless, one is useful but stupid, and one is actually useful all of the time. The metric for rewarding stars doesn't actually seem to do anything. I can never take a hit and get three stars, but I can also lose two of five sheep and still get three stars. There is virtually no logic involved in drawing a barrier correctly, since they seem to bounce the stone into the correct place 90% of the time no matter what the angle is.
I enjoy the idea greatly, but the actual execution of this idea is really lacking.
You really REALLY need to implement visual cues for when a unit gets low on health. Artificial difficulty is never nice. Otherwise this is a very fun take on a tower defense game.
This game is using the motherlode formula, but with most of the challenge removed. There is no time limit, no hazards, and no sense of impending doom. A majority of the difficulty is artificial, brought about by your inability to discard ores and most hulls being just slightly too small for the task at hand. It looks and sounds nice, but there isn't much game to be had here.
While I admit that this is a very brave attempt at doing something new, it's not executed very well. The RPG elements seem to only exist for the purpose of putting a block on the game field and saying "This block is STRONGER because it has double the hp". The whole point of RPGs is to triumph over a foe by using tactics, statistics, and planning. This game has none of that.
A fairly difficult task with arcade genre I think, and I certainly didn't expect a proto-type experiment to be perfect but with the possible additions of achievements, class abilities, etc in a possible Breakbar 2, I think that judgement might pass better as you'll be more occupied with constant rewards - not to mention 'choices' of gameplay.
I've clearly been spoiled by Muramasa, where all the offensive controls are handled by a single attack button, and a direction. For those who can't figure it out, A attacks to the side, D attacks up and down and starts juggles, and S is somewhere between them. W stops your combo but puts you into invincible frames and then hurts or instagibs everything on the screen. It's nice as a work of art, but there is little real substance. For those of us who played muramasa and enjoyed killing hundreds of doods, this is kind of a disappointment.
A concept which has done better by a lot of other games. Note that there is not actually any situation in the game where if you posses every single human in your path you will fail until the final level. An effort was made, but really nothing much more then that.
Castaway TD is a game much like the other two castaway games, wherein beautiful graphics and innovative gameplay are marred by strange design choices. While this is a good TD it is much too easy to break the game if you get the right upgrades, and two of the five skills are basically worthless. Ironically, this is a good callback to the castaway games, not only because it has the same characters and environment, but the same balance issues as many of your other games.
First, the bad. Enemies are numerous, and any enemy in the game that is not a giant gnome or a boss (IE, about 95% of them) can be killed by standing near it and spamming a basic attack until it dies. Ranged enemies will spam shots from the middle of deathtraps or off screen. Running into a bush will do more damage then a gnome whacking you with a greatsword. Spinning blades are invincible and seem to activate are arbitrary ranges. The vertical hit detection is very poor on most enemies.
On the plus side, the game is beautiful and the graphics are very well done. It has some of the best animations and cutscenes I've ever seen in a flash game. It's unfortunate that many people will never see the end of it due to difficulty created by the limitations of the engine and poor gameplay choices.
A fairly difficult task with arcade genre I think, and I certainly didn't expect a proto-type experiment to be perfect but with the possible additions of achievements, class abilities, etc in a possible Breakbar 2, I think that judgement might pass better as you'll be more occupied with constant rewards - not to mention 'choices' of gameplay.