Unity web player is obsolete now. Please follow the directions that unity are giving and target unity webgl for new games. There's little point releasing new web player games, they don't play.
As soon as their WebGL build is out of preview and I can get a build that actually works, I'll start exporting to WebGL and make that the version I release.
The pants are too heavy. I'm all for inertia in games, but it takes him far too long to turn around, to the point where it's uncontrollable at any speed - so in a game that's supposed to go fast, you have to resort to moving slowly in tiny steps in order to land where you wanted, on the trickier bits of platforming.
Completed. This game combines all the most annoying aspects of pixel-precise jumping, searching a vast featureless land for one last meaningless blip, chiptunes, and bad graphics.
(Yes, chiptunes can be good. This one is droning and annoying. Yes, atari made blocky pixel graphics look pretty. This game makes them look ugly)
The embarrassingly misleading "IP information" annoys me. Some of it is right, some of it doesn't mean what it appears, and some of it is just things which certain of the sponsors would like to be true, but are actually just made up.
If your game is based on deliberately making the control scheme suck, then you're making a game about controls. Does anybody think game controls are fun? Does anybody think fighting bad game controls is fun?
The lack of direct control would be tolerable if your units knew how to target enemies on their own, instead of just flying around and shooting at things which aren't there until they get killed.
As it stands, this is mind-numbingly dull. The only reason the game is winnable is because your death ray is such a huge advantage over the opponent. Your units alone aren't much use.
Placing a banana peel on the floor just past your locked door makes it 'harder' to break into your house, but few people would bother. swfencrypt is slightly less effective than this.
If somebody bothered to go to all the hassle of grabbing the swf and running a decompiler over it, they're fairly likely to spend the extra few minutes it takes to strip off swfencrypt nonsense.
swfencrypt is fairly useless. Anybody who can decompile a swf can defeat it with little effort. But then, anybody who believes in things like swfencrypt probably doesn't have any code worth reading.
Man, this is twisted. It's supposed to be a parody, making fun of this type of game in a sad sort of way, and it turns out to be more popular than most of them.
As soon as their WebGL build is out of preview and I can get a build that actually works, I'll start exporting to WebGL and make that the version I release.