I like the idea, not fond of the execution. There is no indicator of how many enemies remain in a level, and some of them seem to go on forever... For some reason, my ship kept getting stuck every 15-20 seconds. I still had the key pressed but it would simply stop moving until I let go of all keys and started moving again.
@Raityn if the window is too small, you can zoom it with your browser. That's what I do as I have a very high-definition screen. Usually you hold CTRL and then use your mouse wheel to zoom in/out.
There seems to be a huge memory leak in your game. After 15-20 battles, it turns into a slideshow, and the Flash plugin is using 1500 MB. I reload the game, it goes back to normal, and again after 15-20 battles everything turns to molasses with the memory usage going berserk.
Brilliant little game that lets people of all skill levels have fun. I love that the training minigames ramp up the difficulty with your combos, but reset to easy when you screw up. Your skill then becomes a bonus instead of a brickwall
Ads covering gameplay elements, upgrades that don't feel like they do much even at max... Very polished game but ultimately you ruined the fun potential.
I would have given 5/5 for the concept and story, but the execution is very spotty. The grinding is bad, but especially so given that the upgrades are grossly ineffective. Even with a fully upgraded weapon, I barely notice any improvement. Clingers are still a real threat, some of them survive a full SMG clip to the forehead :P Plunking a fortune into engine upgrades also doesn't make much of a difference, unlike tires and bumpers. Civs are a humongous pain in the ass to pick up, since the brakes seem to be covered in K-Y jelly :P Seriously, I have an easier time stopping my car in a foot of Canadian snow than in this game. I also wish I could quickly fire the vehicle's weapon without hostering my gun, to clear a completely blocked road or blast a mutant, for example.
Again, LOVE the concept, characters and story progression. Those shining pieces are being held back by a few frustrating gameplay elements and difficulty balancing issues.
50x50 Links just seems too tedious, without being intellectually challenging. There's no real puzzle to it, just 30 minutes of clicking obvious pairs. I think the game would benefit from having fewer pairs but trickier.
Not sure what's up but this game lags HARD in the later stages, and memory usage seems obscenely high for such a simple game - no offense intended by that, it was loads of fun :) But no reason for this to chug on an Ivy Bridge system...
We plan to change the puzzle-creation algorithm for the larger puzzles in order to improve their complexity and the challenge they pose.