The controls are somewhat unresponsive: while keeping a key pressed results in a single move (and that could be a good choice) multiple rapid press often results in a single move as well. It would be nice to have a key linked to "next level" and "continue" (space bar beeing the most common choice). I'd like to have a score based on the number of moves, instead of on the time: if you want to keep the score time based, the timer should start with the first move, and not before.
I wanted to give 1 star, but it seems I already did some times ago...
Why this game is in the "top games of the mont" if it is not a game, and it didn't come out this month?
really nice concept, I like also the music and the grafics. I would change the controls in order to use only left and right arrow (A and D) to move clockwise and counterclockwise.
I would also suggest you to replace the pulsating arrow with an arrow sliding back and forth: that way you can easily avoid the main source of changing size pixels.
I really like the retro feeling given by the pixelated art, but you should try to keep the pixel size consistent. In most of the screens we can see pixel of at least 3 different sizes (background, sprites and text) in addition to pixels moving around and changing their size (animation, the pulsating arrow, the title, etc...)
If you will ever create a sequel (which I sincerely hope) you may consider the idea of developing it at a low native resolution (640x480 256 color, if you want the LucasArts feeling)
I know exactly what you're referring to, I had thought the same things.
In the end I decided that yeah, I want to "emulate" the old style, but I don't want to be subjected to the same limitations those old games had - like a limited number of colors, for example.
It might put a few noses out, but I think it's a decent compromise.
By the way, yes, I'm working on a sequel, another self-contained case that will actually work as a demo for a full-lenght game.
Follow me here on Kong to know as soon as that happens, it shouldn't take more than a few months :)
while most of the time, when you have lag, you just slow down the frame rate, here you have SECONDS while you can't see what's happening. When you reach wave 15 the game is almost unplayable
Other bug: when you get an angelic protection and get hit at the same exact moment, you get hit AND you don't get the bonus, only the sound (happened twice).
You can target enemy outside the screen, but it seems that you can't kill them, resulting in a lot of bullet wasted.
The second big problem is that autoaim suck. Autoaim suck in general, because you can't choose the target: you jump from a target to another, without killing anyone and wasting bullet, you don't target crates when they appear, you can't choose to target an insidious enemy instead of the fodder critter, etc, etc. This implementation throw in the mix some extra problem, to add a peculiar flavor: the autoaim is not instantaneous, but the weapon has a fixed angular speed. However, the shooting start the moment an enemy enter into the range, granting that every first shot is wasted. This is particularly annoing when you have equipped the spike thrower.
Add in the mix some race conditions when you die collecting a life or an angelic protection, or the fact that your first bonus could be a broom or an extra life (wasted, because you can't gain more than your initial health)
Thanks!