@Malechai... the conceit is brilliant? Lol, a Freudian slip? @Terry... sir, I salute you... you are an unrivalled genius... this game just shows what can be done with simple graphics if you concentrate on getting the gameplay correct! Just the right balance of repeat-cycles combined with frequent saves... I particularly liked the Bernouille Principle and I'm Sorry/ Forgive Me... I guess if there were to be a complaint from me [even though it didn't affect me too much] some people might like the ability to turn of the over-excited background... I suppose it might kill the difficulty a bit BUT that difficulty will be different for different people... some people's eyes couldn't handle that! Brilliant, nonetheless, and rated 5 stars!
Ridiculously easy, unrealistic (odd implementation of splash damage that appears to be non-location-based) and annoying sound. Still, you tried... I give you a gold star (but only because there is no option to rate "0")
I was told, as a kid, that if you didn't have anything nice to say then you shouldn't say anything.
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As a suggestion, if you are interested in making games... study the old classics (such as Frogger or PacMan) - pay particular attention to the gameplay... it is a amazing what you can do with a few pixels... but the key is to work your game around a model of gameplay... imagine the final experience before you put code to IDE!
Unless I'm missing something, it's broken for me... every time I add the sawn broomhandle to the starter string, it tells me I've attached it and then tells me that its missing a handle!
Your description should read something like "Get five white pieces in a row to win - but do not let the computer get five in a row or you'll lose"... the game should not tell me that I've lost when I win... however, the game does have some semi-decent AI so props for that... oh, and the name? Othello is a game that is very different so I would call your game something else, too... what about "connect 5"?
All your stats have surpassed the Devil.
"I'd rather be king of hell, than a nobody in the real world!" You said.
So you chased away the devil, and become the new ruler of hell.
Mwahahha! Defeated it... with only 15 money over... damn that was tight. Good game and challenging to get the big win... upgrading rating to 5 since 4 was only because it was too easy.
Too easy when you figure out that money is the first and only object (allowing you to then buy instakills and trouble-square killers to get more money and then use that to buy extra level ups)... rated 4 and I will play again to max everything to see if I can "take over the devil"
Dude, I have a monster machine and this lags indefensibly... could you not write more efficient code? Not that tricky, surely? What exactly are those blue ships trying to do?
Yeah, not a bad concept... I like the way the upgrades work (temporarily)... and how you can maintain a high upgrade by killing more, kinda thing... very nice... but, not too sure about the general business (and messiness) on the screen... ah well... 3/5 but do carry on developing!
Two little bugs - if you kill a monster in one go and have a pet, their attack INCREASES the monsters health instead of decreasing it... and at Ultimate God, the password area still reports your stats as "God lvl 9"
Just too monotonous and not enough cunning involved... mostly it's about learning the shoddy collision detection... nice graphics, though, and the concept could work... I'd like to see a V2 which was more forgiving on the precision and harder on the old grey matter!