Resource scarcity, combined with the high build and recharge costs, the initially unknown resource values, the low starting energy, and the high success threshold makes luck a huge factor in this game, and the odds solidly against you even with ideal play at level 1. Perhaps I'm just missing something.
Agreed! I made this in a weekend game jam and so I didn't balance at all because I was just trying to get everything implemented. After playing for a while yesterday, I've gone and reduced Win Energy to 30, all bots have more charge, and there are 40 instead of 30 resources per planet.
Try it out again if you're willing. Thanks for the feedback!
Well, the gameplay is good and the game has a lot of polish, which is good. The plot is... irritating, but probably just because I read a lot and the characters' motivations and interactions are very one-dimensional with the exception of the main character who is pretty much a jerk. I think, though, that good characterization is probably something that comes with experience, and everything in this game feels like you've put a lot of time into. Overall, I'd say this is an amazing first game, and I hope you make more in the future.
Yeah I'll admit, I had trouble weaving a story into this game because, for the most part, I've been getting the impression that people don't want big stories in games like this. So I tried to cram a lot in with only a few words, and I guess I'm not good at it. I think, had I done this as an RPG instead, I would've had a better chance to flesh everyone out. Oh well, live and learn!
Ok, the game is really long. That's good. It has a lot of problems and bugs, but it is way better than it looks. It looks like your first attempt at making a game, and is extremely clunky, and generally not very good. However, as far as first attempts at games and games that look like this on this site, it is incredibly good. It doesn't have any lethal bugs, it plays ok, the levels are well designed, and it has a decent amount of emergent gameplay (I like how you can push/jump off explosions. Wall jumping always got me killed, but could be cool.) My biggest problem with this game, and the main factor that will prevent it from doing well, is presentation. 1) there is no menu screen. Every game needs a menu screen, even if it just says 'play'. 2)There is no ending screen. The game NEEDS an end screen. Even just a screen that says "Victory" and has a picture of the hero giving a peace sign over a pile of dead monsters or something would be cool.
I like 'em cap ships. If you can afford the 3k energy up front, a single annihilator will wipe pretty much any map that doesn't kill its starport before it finishes construction. More affordably, the super carrier is almost as powerful do its short build time and massive fighter swarms, so with some backup cruisers and/or gunships, they can pack one heck of a good offense. Much better than a swarm of re-purposed miners. The miners do get you energy though, which is rediculously awesome. Miners+physics labs+OTHER SHIPS ftw. Miners by themselves have a hard time overpowering any decent enemy. Sometimes they actually can't. In terms of energy output though, while miners are good early on reactors are still better long term in most situations.
Everybody makes mistakes sometimes. Last time there was a mistake like this it was on a Prince of Persia game, made by a developer with a history of making good games, for a corporate release of something having to do with the PoP. Warrior Within, I think. It made sense that the badge happened by mistake in that case, I think, and the game, while apparently disliked by a large number of people, some of them very strongly, was not actually that terrible of a game. It didn't have any crippling bugs, it had an interesting-ish gameplay, it had maybe an hour of gametime over its 4? levels (being generous here), but it was pretty good. The badge was... badly received, shall we say. Kongregate posted an official apology and changed the badge into a challenge.
repair turrets fix status problems, like infection. There are a large-ish number of possible strategies for most levels, though most of the levels with any difficulty do almost require repair turrets. Infection is not really a problem, just something you need to adapt around. If you are really struggling, a wall of rockets backed up by a wall of autocannons and two repair turrets is generally sufficient to protect against most infect-based levels implemented in this game.
Thank you for NOT making an MMO. I think this is the first time I've seen this sort of system in a single player game, which is kind of cool. I'd recommend a bit more work on the story side of things. In particular, the things going on in the world actually effecting the town you are in would be a big plus. Still, as is, this game has a lot going for it as far as a free online flash game goes and it gets a 5/5 from me, mostly on the basis of its relative uniqueness.
Balrog is immune to fire and heals a potion (read: fraction) of the damage fire does to him, i.e. 0, since he's immune to fire. That doesn't seem to be the developer's intent, and I hope it is fixed in the future.
Hablo solamente Espanol (de Cuba) y Ingles, pero puedo comprendar mas o menos su juego. Solamente los gringos estan ladrando. Su juego podria ser bueno, a pesar de mas elaborada, pero me preocupa de propriedad artistica de Naruto porque el sitio a veces supmime los juegos que replican las cosas famosas.
Agreed! I made this in a weekend game jam and so I didn't balance at all because I was just trying to get everything implemented. After playing for a while yesterday, I've gone and reduced Win Energy to 30, all bots have more charge, and there are 40 instead of 30 resources per planet. Try it out again if you're willing. Thanks for the feedback!