Impressive graphical style, and emotional too. It makes me wonder what the point is; why am I trying to protect these people when I'm the reason they're in danger.
Interesting idea, but there are too many levels considering that they're all roughly the same. I got to level 13; the first level with two screens before giving up.
I couldn't see white half of the time. I gave up on that level where you have to stand on a one wide tile and fall but move before you land since it would take me forever to fall and when I finally fell it was unexpected and I didn't move off to the side.
I love this game. Liked the first one too. My biggest complaint so far is that, as others have been pointing out, the "arrow" part of the turn buttons faces opposite the direction you are turning. Simply rotating the turn icons 180 degrees would fix it.
Odd. I received a victory screen with gold falling upon completion of level 39. Which is an annoying level, by the way, since every restart requires 5+ seconds of waiting for the platform. Also, in general, spikes and grass look too similar.
I'd like to be able to skip the death animation with the arrow keys as well; I like using only one hand. Also, some indication of accomplishment for collecting chests would be nice. A "glow" on levels where you have all of the chests or just a gem counter.
Relax mode felt way too plain, not much happened in it. The challenge and extreme modes were more exciting, and had such features as double shot, supporting cannons, health bars.. you know, upgradeable stuff and powerups.
I also felt that my objective was to use as few shots as possible, like a puzzle game, when actually my objective is to dodge and shoot the rectangles in as many shots as I feel like using.. Tutorial was a bit brief and awkward, coulda been more clear..
Nicely polished. Couple comments:
seemd controls would've been a bit more intuitive if the board was seen at a less obscure angle. Although this does show perspective nicely, it's kind of annoying.
Also: the "goal" image doesn't fit with the wood theme; a carved indent or scratched circle would fit more so.
Alright.. now has a newer level between the first and second levels to smooth the difficulty curve a bit. Also has kong API implemented: just because I can.
What fireseal was noticing is the curious phenomenon that (most) keyboards will only register certain keys at once. Up and left will register at once, but only 2 of up,left, and space will register at once (which one is ignored depends on the order you push them).
My general solution to this would be to have an optional use of Z key to shoot, as that's works fine with up and left.
The cinematic or whatever it is was kind of awkward.. The menu type screen did a good enough job of explaining how to play by saying arrow keys to move, spacebar to shoot. "AVOID COLLECT LETS GO" was rather redundant.
I want to like this, I really do. It's a cool idea with some smooth graphics and music. The only thing that I dislike is the frustrating factor.
One solution would be to have a flag at the start of the level, and each time the player walks up to it it will save all the summoned minion locations so that when he restarts he doesn't have to replace them (though if he wants to he can still reset). Also, an easy way to undo/remove/replace an individual minion, since accidentally placing that one guy standing instead of ducking means that you have to restart the whole level right now and is quite annoying.
Pretty cool, but not very hard on the later levels, since upgraded missiles/lasers own all. Perhaps having an elevator limit of less than the number of floors would force the player to interact more.