The biggest problem with this game is that, the better you are at it, the harder it is to get the golden scarabs because you're penalized for winning the level too quickly. Add to that the massively random level design and its huge effect on the game (two consecutive short "layers" in the tower means your enemies have a huge choke point and you can just bomb the hell out of it) and I'm sorry but this just isn't a very good game. Having said that, the music is awesome.
I find this very difficult to play because the mouse allows me to look up and down but this has no positive role in the game-play: it just gets in the way. Really, I'd just prefer to use the cursor keys to mean forwards, backwards, turn left and turn right. And a strafe key if people want to be able to do that.
This is a good start: nice graphics, good music, reasonable gameplay. However, it really needs autofire and I'd much prefer a system where you have an amount of armour that can potentially regenerate, rather than havign a fixed number of lives. The boss is far too difficult, since you either have the homing weapon that does no damage or you have to hit right under where the enormous death laser comes out.
The only strategy you need is: build three or four generators, then spam-build interceptors plus a few gunships and a few bombers if there are buildings to destroy. Most levels are won before you even think about building medium-sized ships.
This game becomes a whoooole lot easier when you realise that (a) you can remap the controls from the left-handed defaults and (b) you use the sword not by pressing the button when you get to the enemy but by pressing it in advance, when the slider's in the red zone.
80% of people are right-handed. That means that they much prefer to perform precision tasks with their right hand. So why does this game place all controls under the left hand? That's really terrible interface design.
This makes no sense. I'm supposed to make groups of three or more, which will be destroyed to give me points. I'm encouraged to go for combos. But, after each turn, the screen is full of groups of three or more -- why didn't they explode and be part of my combo?
Meh. He walks so slowly that the game's a real drag. And I was supposed to work out on my own that I should just wait for about 50 years after giving wheat to the villagers so they'd eventually get off their asses and build me a bridge? Not exactly intuitive in a game where the player has a definite time limit, so waiting and hoping seems like a really bad idea. (Except that it turns out you have about three times as much time as you actually need...)
So I can... carry grain under water but not keep it through the winter? In the real world, wet grain rots but our whole civilization is built on our ability to store grain through the winter.
Nice graphics and I like the music. However, the concept seems to be broken and I do just as well whether I have the music on or off. "Jumps" seem to be on the off-beat as often as they're on the beat so, for every time the beat guides you to jump at the right time, it misleads you into jumping at the wrong time. The whole point of these beat games is that the beat of the music is supposed to tell you when to jump but here, it doesn't.
What is it that makes somebody wake up in the morning and think, "I know what the world needs. It needs another Flash platformer that requires precise jumping around obstacles but has terribly inaccurate controls."?
@Indipendence The badges of the day *are* randomly chosen from all the badges available (no hard badges on weekdays). Occasionally, a badge is chosen manually, for example to give a spooky game on hallowe'en but, on an ordinary day, the computer picks the badge at random.
Thank you for your comment, beeble. You are right and we are working hard to correct all the points you mentioned. Stay tuned!