Is the trail my snake leaves behind it meant to be deadly? (Like, not the snake body, the green blocks left behind it?) If so, you can survive this by moving back over yourself; your own body _doesn't_ kill you, so you can use this as a "bridge" over the last few green blocks by curling on yourself. There's a bug here somewhere, and I almost feel like these are reversed, that your body should be deadly and the green trails not.
the trail is not deadly at first. After it turns dark green, it becomes deadly. So you have to make sure you leave an open path to the door. After you get the key or keys.
This has potential, but in a text-heavy game, it's really important the text that's in there is clear and useful. For example, you generally have WSAD controls for moving between rooms, and generally you have these mapped to North/South/West/East, which is great... if you stick to it. But then you get situation where you tap D to go East, D to go East again, and then... The room says A to go West, or D to go to the previous room? Isn't the previous room East? Or you enter a room, and it says A to go forward: which way is Forward? West? But then I go "forward" and don't seem to have gone Westward... Go through the game, make sure you *always* use NSEW descriptions for where the player is going, and *always* maps WSAD to the right direction. That will greatly improve the game.
"This version of the game cannot be played from this website."
So Either you made this game, and you've uploaded it here purely to divert people away from Kongregate to a site you want, or you've nicked someone else's game without bothering to check whether they're put in protection from it being uploaded elsewhere. Either way: no.
Cool cool on the name change :) For the final patterns... OK, let me be clear. I know the final boss is passable, I beat the game before my comment, but it took a few dozen attempts. In some, it felt like, at your biggest, there wasn't *quite* enough space to fit between some waves of lasers. But I could be wrong about that! It could just be really tight, that's fine. What I'm more sure about is that there were situations where, when you're in position to pass one set of lasers, the next can come aligned right where you are, without space to dodge that laser without hitting the ones you're squeezed between. Unless there's some gaps in the patterns I never saw, and some tell to show where to go, I'm nigh-certain that certain (many!) patterns are just not possible. But's lets say I'm wrong about that too, what I'm absolutely, 100% sure of is: the difficulty spike from the rest of the game to the final boss is a cliff.
I like this a lot; should maybe be a little clearer that's it a demo for an in-development game, and that boss is pretty unforgiving (I'm fairly sure a lot of the possible final patterns are literally impossible), but yeah, good work.
Thanks.
Contacted Kongregate support about a name change to Tough Growth Demo to improve clarity.
I'll see what I can do about the boss. PS: the final patterns are not impossible.
Uhh, yeah! Yeah, alright!
One question: what does "levelling up" actually do? I picked up all the money on each floor, but didn't _feel_ like I was getting stronger?
Increases your stamina bar, not your strength - so you can attack and dash more. As you get towards the end of the game, dashing becomes really important. The treasure also has another, hidden purpose.... :-)
OK, I've beaten this now. The restart thing makes *slightly* more sense now I've noticed it's tied in to lives; I'd advise 1) renaming it "respawn", and 2) mapping it to left-click rather than a seperate button (especially as the insistence on arrow keys to move rather than WASD means R is alllll the way across the keyboard from where the player's hand will be). The key's system felt best in level 3, where unlocking one area would always let you peek into a new area to see if it was safe to visit (which, admittedly, because of that level's construction, it always was). I'd suggest moving the keys in (at least) level 2 so that you can always, from somewhere you've already been, look behind a gate and see if a key will be there.
Potential here, but a couple big issues. First, Restart only rests your position and (I think) enemies, not your ammo or pickups. This means it's possible to use up ammo, die, and be stuck without a way to fight back. I think that's a bug? Second, if you use an early key for the first of the double gates at the bottom-left, you're stuck; you need a key to progress, but you can't get to any keys without a key. Multiple routes are fine, but every path should include at least one key.
In fact, here we go: this was already uploaded here (https://www.kongregate.com/games/Wolfcom/wolf-games-apple-shooter) by a user called "wolfcom", which makes waaaay more sense. Know how I found it? This game mentions Gunblood, which has already been uploaded here by them.
Oh, and the high score tables doesn't work, stuck with the names: Scores Can Only Be Recorded From Office Game Spot .Com. That's a kinda weird thing to do on a game uploaded to Kongregate?
Sooo, why is your username here sohahot109, but the "About" page in-game says you're Andrew Wolf of Wolf Games, no mention of that name at all? And at that site, there are dozens of games that look like they've been up for years... and you're only just uploading this now? Also, you put up another game, Galaxy something, and the comments are calling it out as stolen?
Coming back to this years later, and absolutely infuriating that completing the skill tree doesn't give you enough sklill points to get all the upgrades. C'mon!
Started an addition puzzle, got the question (1+2), clicked 3, the answer went up some star appeared, the back section of the caterpillar turned blue... and that was it. Doesn't matter where I click, nothing happens. I'm assuming this is a bug, but if not, you have a real UI problem: if I can't figure out how to progress, a 4 year old definitely can't.
I don't know which is worst: that a) this isn't a game, b) it's using ripped-off assets (unless you really are the artist behind Nyan Cat), or c) that you chose a dead meme for inspiration. Actually, wait, it's none of those: it's that you left a random trail of black pixels to the upper-left of the player character just floating there.
The best bit is how it doesn't properly handle the mouse, meaning you can only turn so far one way before you stop. (Protip: move the cursor to the centre of the window each frame, and rotate by calculating the offset from that known point.)
Yeah, I like this. A couple of points:
1) It'd be great if the mouse could be captured naturally when the game has focus, without having to hold left-click all the time.
2) The "Wave reached" table appears to be either bugged, or it's really unclear how to get on it? I'm fairly sure I've reached Wave 40+.
3) Maybe have both the "Go to Boss" and "Upgrade" options show on the post-game menu, both when playing standard and boss modes. I was bugged that, after a game, I had to choose between buying upgrades or fighting the boss, and didn't realise until I was done that you could always choose at the main menu.
4) Big lag late in the game. Obviously difficult with many enemies, but seems to specifically happen when the player has 8 extra bullets.
GZ for the boss kill.
1- I'll do it!
2-I reuploaded a game a bunch of minutes a go with the stat. W
hen you'll reload it it will correctly send the wave score.
3- I'll do it!
4-I'll look into it. Personally i never gone so far so i didn't know!
the trail is not deadly at first. After it turns dark green, it becomes deadly. So you have to make sure you leave an open path to the door. After you get the key or keys.