I love how many people miss the satire inherent to the game. Hey, people that thought this was amazing? The developer is making fun of you. But as a functional work of satire that illustrates its point via its entire existence, I can give it no less than 4/5. Is not there something ironic about giving this game badges, though?
Not bad for a method STG in flash, but for two things. One issue is the dismal performance of Flash, which is only partially solvable. The other, however, is that the game is far too easy. Is it even possible to die? The "Nebula Shop" upgrades are insanely powerful. Has potential, though. 3/5
If only it were so simple. It's important to realise that they also changes your angle. If your trajectory is more or less flat, after hitting a large bird your trajectory becomes almost vertical, and you lose most of your forward momentum. Even worse is when they hit you downward, because the ground saps your overall momentum something fierce.
Your danmaku play is pretty interesting, but maybe you should get some spellcards if you really want to battle. ;)
Need more variation on the music. What you have isn't bad-- just tired after several levels.
The way the upgrades and such work, the game is naturally balanced in favour of the attacker. The quicker enemies are destroyed, the fewer bullets you have to deal with in danmaku, so since there's no element of "aiming" at the bosses (they tend to take up the whole screen) you have a better chance of survival statistically if you go all-out on attack.
And this is minor (I've played Koumakyou enough, after all...), but being able to see your hit box would be pretty swell.
Feature request? Graze points.
Good concept, but the play feels poorly implemented and the interface is clunky. Weapons need to be balanced better.
Also, make the text easier to read. It's very blurry, currently
Terrible follow-up. If this is the same maker, they have failed us miserably. The physics are off, the dialogue isn't snappy or interesting, it's way to easy to get stuck, and it generally lacks the elements that made the first two such gems. Replay the first two and you'll see what I mean.
Pretty amusing. Take out the element of terraforming-story, add more levels (or leave your RNG just the way it is if that's how you did it), and maybe make it a time-trial rather than lives-gathering.
The penalty scale is far too extreme. It already costs you time in a nonogram if you make a mistake in your counting and have to go back-- putting that sort of limitation on it is just unreasonable and frustrating, especially with the modality of the different tools (not to mention the lack of handling for accidental clicks). Improvements that I could see right off for a better player experience are as follows: Move the tool buttons to the bottom (see: ergonomics. Downward generally puts less strain on mousing wrists); if you must have a penalty, make it begin at 30 seconds and add 30 more on each miss; use your space better-- you're only working with simple elements, there's no excuse for all the white space there (especially as you never included 20x20 puzzles), scale everything up a little and make it easier to see for those that aren't stuck in the stone-age ghetto of poor resolutions. I'll refrain from rating just in case you make an update.
Very neat, but it needs to be better-enumerated just how the various shapes are entered. It took me a long while to think to enter "square" as a word describing the shape square. I even hunted the shape down on the unicode map and tried to paste it (though flash decided to ignore my feeble attempts at being intuitive :/ ).
The trees obstruct and make the game needlessly annoying. If I destroy the enemy castle, they shouldn't be able to win via flag. The default arrow needs to be easier to see. There needs to be a hotkey for duplicating your angle and power. The bow mechanic, while neat, needs to be less repetetive. The upgrades need balanced a lot-- Bomb is lees useful than fire and costs twice as much. Meteor costs 5000 but doesn't activate on castle impact and the damage is low for its cost and cooldown. Your basic men are almost worthless and cost 3000.
Has potential, but it's not there yet.