I haven't seen graphics this ugly since Amstrad stopped making the CPC464 back in the eighties. Seriously, who in the world makes monochrome games nowadays? LongAnimals, apparently. I'm the first to say that graphics aren't everything, but graphics shouldn't detract from the game, at least put in a decent color scheme.
Fun platformer with easy controls, no spikes (BIG plus!), but way too much backtracking. The game was too easy, with health boosts and checkpoints galore, while enemies were hardly smarter than rocks. Finally, what is it with achievements buttons that link to another site? Is it a new fashion trend? If so, I do not like it one bit, and it cost you a point in rating.
The starting idea was OK, but the controls are horrendous in design and unresponsive, while the stupidly high number of spikes betrays a lack of creativity on the developers' part. Oh, and the timed wall jumps really killed the game, turning it into an exercise in pointless frustration.
Pretty dull game. Small clickzones for workers add to the annoyance. Also, some serious design flaws. Take the check-in process: two clicks (one on the worker, one on the check-in zone) that must be done for every worker, why aren't they automatic? There is no decision to make, it has to be done. After that, the worker should go to the waiting area on their own and spare me another two clicks, since they are blocking the check-in area. Beyond that point, decisions are so trivial that a computer could be trained to play this game with optimal efficiency. I could comment on the blatant sexism of the 'specialized' professions, or ponder why the only hiring criterion of the car people is gender (what kind of temp agency are you running exactly?), but I'll pass. Overall the game design needs some serious reworking before you can even think of adding bells and whistles.
It's a bit bland. The levels are cramped, I miss an upgrade system, as the base gun is really crummy. An okay start, but too much effort spent on making spiffy something that should have been made more playable.
The run-to-jump-to-a-decent-height gimmick is garbage, especially since running doesn't move the character faster than walking. It should be automatic, thus making the running jump height the only jump height. Also, the game shows its age. Make something new, fresh, and original instead of reheating old stuff. I know I'm going to get flamed by the console fanboys for saying this, and I don't care.
The AI is dumb as a rock. To compensate, you gave it powerful monsters that are not available to the player, using powerful attacks that are not available either. That's pretty lame, and it really kills the game. Of course there are minor nitpicks like not being able to see the AP stat of creatures in the shop, no autosave, no way to 'scan' the enemy for level and weaknesses, stupidly limited items and skill slots but overextended and useless space for party reserves. No way of knowing what monster drops what component, no difficulty rating of battles so the player has an idea what to expect. And it follows the epic rule: epic in the title -> game not actually epic.
Not very interesting. The background is basically a blue field (fly lower, put more islands) the explosion graphics don't mesh with the general retro shooter style, and you need an auto-shoot, for starters. In your place I'd withdraw this game and work on it some more before re-releasing it. Since the game has a bit of a 'war in the Pacific' feel to it right now, I'd rename it so it's not a blatant anachronism, but that's really minor, although it would probably help with creativity if you chose a theme firmly and did a bit of historical research. Just saying.
"Sense" is unlimited and there is no drawback to using it, why is there a key associated with an action the computer should be performing automatically? that was a rhetorical question BTW, the answer would only matter if the whole gimmick was actually interesting and brought something to the game. And yes, the controls suck. Side note: LUS6 (Levels Until Spikes, in this case, lasers: 6) is not awful but could be a lot better in terms of originality.
Movement is sloooow, dodging impossible, unit selection doesn't work properly, and once hit by an enemy grenade blast (50 ft radius minimum, near as I can tell!) the character just keeps flapping on its back like a fish out of water. That was just the first minutes of play, because I cannot stand to play more. Visuals aren't everything, work on gameplay.
The game is poor in meaningful decisions, and the color-changing puke-stains don't help with judging what's going on. Not the best chain reaction game, at all.
Save file no longer stays. I don't know what you did, but it used to work back before the badges. Since then I have updated flash and you have updated the game, introducing bugs (skills are no longer limited by intelligence, for instance). Somehow, something got screwed up really bad in updating and now I have to do the hard badge without refreshing, even though I already completed the game once. Thanks for nothing, and kiss goodbye to your rating.
Fun game, good interface, good design. There's enough variety in the bosses that the player has to adapt their tactics. Range is definitely the big game winner here, if you can keep enemies in range while staying out of theirs, you're golden. The main weakness is the dialogs, which isn't surprising considering that 'dismal' is pretty much the quality standard in Flash games, but still disappointing. A solid effort overall, and an underrated game.
Good game, I like how the computer tries to keep the player alive by dropping health packs when low on health, bombs when the screen gets crowded etc... Could use better ship customization since, once you know what each weapon does, you only have to buy up two of them, and you reach the upgrade cap way early.
I'm not fully convinced. It's clear that a lot of work went into this game, but I find it somewhat unsatisfying. It's not the story, which I skip, or the dialogs, atrocious on an absolute scale, but average for a flash game, or the controls. I'll play it more and maybe I can pinpoint what exactly is making me go 'meh' instead of 'wow'.
Very nice Populous remake, but there are also some bugs to iron out. Raising/lowering the land does not always work right. I guess the program is trying to be smart, but sometimes it outsmarts itself and screws up. shift/ctrl are cumbersome to use as an alternate. More problematic, the AI keeps casting during armageddon while the player is prevented from doing the same, and as if that wasn't bad enough sometimes the last two fighters just dance around one another without fighting, buying the AI time to weaken the player's leader. I miss a minimap, or the ability to quickly go to wherever the AI last cast. Sometimes it's obvious, sometimes not, but I find myself babysitting my leader and not doing much else too often because of that. Bottomless swamps are absolute killers, too. Make them shallow instead, maybe? Finally, is plague supposed to do anything at all?
Not bad. You seem lucid about what you need to add. I'd recommend also dropping the furry vibe and the inappropriate secret weapon. They don't mesh with the rest of the game anyway. The most expensive assault rifle obviously unbalances the game, you should really keep 'burst' a 2AP action for all weapons that have it. I'm curious to see the final product, so good luck.