It has potential, but definitely needs some work. You can't beat level two period. You have to destroy the wall to get at the creatures behind it, you take 20 points of damage from the 'wall of force' and unfortunately you have no way to heal yourself. So you have no choice other than to die in the next encounter. Poor execution with obviously no testing on the game itself.
Definitely an improvement from the first game. I love the new suits and assortment of new skills and weapons. It's also great to see the tank and whirlybird alien additions to the game. They certainly take the bunker down quickly. Nice to see the floating alien bug that occurred in GoD1 has taken care of. Of course now a couple suggestions: 1) Some of the skills might need to be taken down a notch or at least make them incompatible with some set-ups (e.g., Rage, Pierce, and 4 bullets - They really make the game a cake walk upon their acquisition). The money skill could have a proc requirement to take affect. Money will be accrued normally until your character has scored a critical hit, then money will be quadrupled for say 25 seconds. This way you don't have a runaway economy balance issue. 2) If you're going to have cash bonus be based on accuracy, then the penalty needs to ignore the Pierce skill. It threw me aback when I saw that my bonus was only 100, when the level before was 8k.
I'm a big fan of viral infection games, and this one is an entertaining take on the topic. It is quite a fun and enjoyable game to play. I do have a few suggestions though. 1) Give the people more inclination to move forward (or upwards in this case). When I started playing, I ended up dying because my infected didn't move off the 1st floor before the virus died. This was quite frustrating. 2) Give the option to use another key (especially if your are using directional keys to move the screen) to be able to leap from one infected person to another. Because sometimes when you click on an infected, it doesn't register and you miss out on an opportunity to infect your key target because he has moved on. 3) Put a counter above the infected to show how long they have to use the infected before they get too sick and end up hurling and then removed from the playing field. 4) Maybe a save feature when you complete a level, so you don't have to start over if you have to close the browser.
I am a big medieval fan, and when I come across a game that features that era, I jump on it immediately. Let me say that this is a fun, but tough game to master. Well for me that is. Just when I thought I had the angle figured out, something goes and ruins what I thought was a good formula. Definitely not for the average gaming crowd who are looking for immediate satisfaction. This seriously challenges your brain to think quick and hope your calculations were correct. Needless to say, I probably shot an entire forest at the enemy, but managed to actually survive to the end. Which absolutely surprised me. If I had to critique anything the one thing I would say is to make the game play screen larger.
Down right simply awesome! Played it a few times through to get the results to the thumbs. Hilarious through and through! Love to see more these wonderful 5-minute games!
Here is what I experienced during my game play: CONS: 1) Jelly enemies flying up and off the screen can still attack your base, but yet you cannot attack them. So you are at their mercy watching your base dwindle in structural health. 2) At a certain angle downward your shots disappear, even though you hear the weapon fire and your bullet count drops, no enemy is damaged. 3) Occasionally a flying alien, with a jelly parasite, hit point bar does not drop when damaged. Showing a full bar of hit points till it finally dies. PROS: 1) Enemy variety is fairly good, though could use a few more unique ones. 2) Very ingenious having the jellies use another alien as a host, as well as the lizards using the two-legged gum drops as a body shield. OVERALL: B-. With some improvements with the enemy vs. screen border and weapon improvements (as others have already stated) this could very well be a great time waster.
My take: A nice little 'space invaders knockoff'. While it doesn't bring anything new to the gameplay table, it does have time-wasting entertainment potential with a little tweaking. Some things to consider: 1) Show the tanks armor/hp. 2) Reset the tanks armor/hp every stage, unless you have store. 3) Consider making an upgrade store. 4) Alien ships drop temporary bonus/repair upgrades upon their destruction.
I played the game 10 times and each game I put in A, E, I, O, U and lost. I don't know exactly how many words there are without vowels, but I am fairly certain that there isn't that many (let alone in an indie game). So I don't know exactly what you have in your dictionary list of words. It might be a good idea to at least show the player how many letters there are in the word. So at least the player will have an idea of what to try and guess. While not necessary, you might consider showing the word that they failed on too.
An okay game for a stationary FPS. The fog unfortunately was more of a complete hindrance rather than an obstacle as it was, I assume, intended. The weapon control isn't exactly centered with the cursor. I had a few zombies on my far left, but I couldn't hit them because in order to do that, my cursor would have to go off the screen. Which resulted in my characters death. A very unavoidable cheap death.
In the great scheme of life. I don't ever recall there being 'red blobs or bricks' that attack the spermatozoa in its journey through impenetrable brick halls whilst pushing green blobs or bricks into any red blob or brick. Maybe I was sick during that day in health class. Fun, and frustrating towards the end, game.
I could not thank HashCat enough for such a brilliant piece of gaming advice! I was able to get the Hard badge and score 7 million on the first try. Many thanks again Hash!
As already stated, helicopter dimensions are far too big. If you're going to make a game with high level difficulty, you need to make sure that everything is copacetic. There is also a moment when you complete the first section and it then bumps up the speed, the screen flickers and seems to reset itself. Unfortunately this also messes with the directional control for a second, but that second can spell 'game over' quite quickly.
1) Plane controls are okay, though its difficult to pinpoint exactly where you are compared to the environment. I crashed a few times into the mountain where I thought I was clear of it. 2) This game definitely would benefit better from mouse targeting rather than relying on arrow key control. You want to shoot something below you, prepare to take a nose dive in the process. Not a good combination. 3) Turrets were destroyed but they still managed to shoot at me. 4) Consider making WASD feature available too. Not all of us are right hand flyers.
My take so far: Car dynamics need to be worked on. I hit a barrier and I spent the rest of them game driving on two wheels. It was like driving in a stunt show. Zombies should take damage when hit by a vehicle. All they do now is just bounce off the truck. The guy moves WAY too slow. And exactly how thin is this guy. From top view he looks like colorful dot. There needs to be an ammo meter (if there was one, I didn't see one). It has potential, but it may be a long ride till this one is perfected for release.
Interesting concept for a game. Though it has been done before, granted not in a 3D format of what I had played before. The gameplay just screams mouse aiming and directional control, while maintaining the W or up arrow for speed. There should also be healing/shield/wingman/screen-kill drops instead of generic weapon drops. Unfortunately I couldn't tell what weapon they were, and if all they did was just increase you current inventory then you're pretty much out of luck if you expend all your ammo before you can restock. The only time I had sound was when I was using my missile weapons, aside from that it was completely soundless.
Simple, yes. Entertaining? Hmm. Depends. If you like trivial games, then this is your game. Though there was a couple of oversights during gameplay. I did have the right answer and got it wrong because I guessed 'pancakes' instead of 'pancake'. The images shown were both plural and singular, so the answer should of been accepted either way. You should also let the player use the 'enter' key for responses rather than reaching for their mouse to enter it. Especially with a game which scoring is based solely on time taken to solve it.
Camera control is absolutely hideous and slow. Targeting is pathetic merely because the camera control isn't cooperative. Clicking 'ABOUT' at the main menu does nothing, so you have no idea what you are suppose to do in the game aside from defend your base and yourself from an onslaught of enemies. There is no information on the dropped ingame items (something like the gameplay freezes to show what each item does once and the player can click anywhere to continue playing). At least you get a semblance of what's going on. I don't recall being able to repair the damaged stations or not. But in order to do that, you need a pause between waves to be able to initiate repairs. You don't have to make it long, but about 15-30 seconds would be enough. Then at least you can purchase upgrades as well to boost your repair speeds (as well as other necessary standard upgrades. Just something to consider for future improvements
Thanks, the camera need really more improment.
About the others items, well all of them are in my list to fix it.
Soon I'll post a new version of game.
Thanks again for test and feedback
Interesting concept. A little confusing at first as the information given is vague. But you get the gist of it after a few turns. One concern. The game timer should not be running when you are showing a description for the current round. Seeing that it isn't text but rather a video, and you have to watch the video a couple of times to know that 'you can' move said item or 'move' said track and item. The timer should only begin when you close the video window. It may find a certain niche of players, but I'm not one of them, so I will have to pass on this one.
Thanks for the feedback. I'm currently working on all the problems you listed.