Given that the perspective is overhead, why choose to have the arrows move you relative to your dog instead of just the direction in which they point?
It's hard to tell exactly when your dog is big enough to eat the next rank of dog up.
As for the music, sweeping filters over it doesn't make the introduction of a new element every 16 or 32 bars that much more exciting.
I hate to say it, but I feel like the hit detection is off as well... you have to cut the bigger dogs a pretty wide berth.
Moopy, funny enough, I passed the bridge on my first try pretty much accidentally. Poor planning resulted in me doing exactly what they suggest NOT doing and spamming a lot of low-level units, and it somehow worked.
I think that may have been a luck-out though.
The low experience makes me think that maybe you have to do it with as few men as possible, so that the experience isn't spread so thin.
Fairly slick. There are several typos in the text and some of it doesn't show up correctly in the boxes.
The "level 9 bug" is NOT fixed if it is that the last gun doesn't work on the last level--it didn't work for me until I switched to another gun.
Thanks for the tip, MilitantPanda.
Pretty strong game design. The music was questionable, though.
Those extra-thin bridges are sort of a cheap shot considering how rotund your character is.
Neat concept, well executed. The attitude was fun. Really though, I know you liked Portal, but you don't have to throw in Portal references because it's a puzzle game.
Normally this kind of thing is fine, but "the X is a lie" where X is anything that is a lie is wearing thin to say the least. Shift is clever enough that it doesn't have to pretend it's Portal.
If you want to ride on Portal's coattails, so be it, but be not proud.
A fairly successful 2-D translation of Portal that misses out on being excellent and is at times even sub-par due to glitches and lag. Also, 38 bends the game rules by warping some companion cubes you're "not supposed" to use back to their spawn point instead of to the upper level through your portal as you would expect, having seen the same thing time and again throughout the game.
My friends and I encountered several glitches that seemed random and were fatal.
From a design perspective it would've been very nice to distinguish graphically between the switches you only have to push once and the ones you have to weigh down so we don't have to resort to trial and error.
Especially true since the game tells you all red switches have to be weighed down.
Good job on this one. Cute graphics, satisfying sound effects, good level design. I was expecting it to be a Bust-A-Move clone, and was glad that it ended up not being one.
Also I forgot to mention that there is a Defend Your Castle that predates this one and is the one I was looking for when I found this one--a name change may be in order.
1/5. Graphics straight out of MS Paint, BG Sound Volume slider is ineffective (which is a shame considering the sound choice), drawing the path (which is a nice idea) only works for certain lines and only then some of the time (try drawing very slowly if you can't get it), the gun's shots can go straight through the enemy line and not hit anything, and confusing instructions.
To the extent that I can play the game, it can improve upon all aspects of play.
If this is a first attempt, keep trying and don't give up.
Simple, pleasing, minimal, altogether inoffensive.
It could stand to be more challenging for sure, but as it is it is relaxing. Not as much strategy as it is just math.
Although this is an unfinished version, there is loads going for this game.
Original tunes (though they are not all so) that rock it 8-bit style, for one.
It's not generic ambient blah; it's in your face.
The Mega Man references are great and the "getting powers" idea is surely new in the field of air hockey.
It has an epic final boss battle, more twists than your average sports game (more than zero), easter eggs, and two kinds of physics.
I look forward to the final version.
Sonny is in many ways an impressive and deep Flash game. There are a couple quizzical choices in the combat system, however. For example, the Baron's 4-turn stun. Since the player only controls Sonny, even if your partners can relieve you of negative effects, there is no guarantee they will. Also, that means 4 turns removed from combat, which is not fun. I imagine a sequel is forthcoming, but instead of a cliffhanger we get a steep drop-off of an "ending."
Smiley, thanks for the tip. It does bug me--I wouldn't say "so much," but if the fix for this involves a bunch of work and also won't let me respecialize, to me it's not worth it--I like respecializing in the medium levels to try out different playstyles.
This game has okay if boring graphic style, decent animation quality, generic, inoffensive music, and a bunch of bugs. I dreaded every single "Quicktime event" boss battle... it has nothing to do with typing ability and it is buggy. It says space, I mash space, I get stabbed.
Sometimes damage I've done to enemies reverses itself.
The ability to type J and have it hit two enemies whose words happen to start with J is confusing, not handy.
Combo system is the best thing to hit Snake since wiggling. 5/5 for addictiveness and making a game that actually makes me care about points.
Also, unlike a lot of Flash games, this game doesn't BS you with loose controls.
They are responsive, so if you lost, it is your fault.
No music to distract from the intense action, no fancy visuals to slow it down or glitch it. Just you, the Snake, and hardcore skill.