A precision platformer is ruined by having 0.2-1.0 second freezes every 3-5 seconds. I will not suffer to fight my way through the "Penultimate Test" level under those conditions.
A big lag was introduced recently. Clicking something has a delay of about half a second before registering. Clicking repeatedly gets a delay for each click, so 10 quick clicks takes about 4 seconds before they're all processed. This is unfortunate.
It would improve a lot by allowing a jump even after leaving a platform, as long as it is done immediately after (say, a frame or two). A lot of times I fell off of platforms which I was trying to leap off, while feeling that I really jumped in time. Other than that, nice job with this game! I enjoyed it, in spite of some frustration over the above issue.
Nice game you've made here, good job! Got 21 on the gauntlet with 3 healers in the back, 2 ragers in front along with an inferno firebug for quick finishing hits.
The incentive for playing on harder difficulty is that you get to overcome a greater challenge. It is an intrinsic reward. For best results, reset your progress before you start, so you are not overpowered with all the upgrades from levels further along.
Found a bug. When you have a mixed group of mages and archers and have the group selected, upgrading a unit will provide a new unit of the promoted type, rather than upgrading the existing unit. This can be repeated as many times as you can afford the upgrade cost.
The name is a misnomer, you are neither in space nor a marshall. Making half a flip sometimes sees you instantly being back on your wheels when you smash into the ground, while other times it correctly crashes and the buggy gets destroyed. Flip scoring only sometimes works. The game runs terribly. Admittedly this is on a laptop, but it's way slower than it has any right to be for such a simple game. Your game description omits both the nitro and jump controls. The jump button hardly ever works. The nitro sound is way off sync with the actual nitro boost. The game must respect the mute setting also when a game ends.
You've got a lot of work ahead of you before this can get any good.
No mute button, have we learned nothing? The game doesn't work either. You can shoot all the cacodemons, but the invincible dragon breaks the game. Also, I'm not sure that Malathar's dragons are free to use in commercial projects, at least without attribution.
In your bid to clone Feeding Frenzy, you forgot to make it possible to bite the tail of the huge fish, and also to make the prey try to escape when you come near them. The game does not respect the choice to mute it, the sound FX are still playing.
It's not a game. You drag a box around your tanks, then order them somewhere into the level. Then the enemy tanks are destroyed, and nothing at all happens next, your tanks are just standing there with nothing to do. Scrolling the level is a pain. The AI will scoot off in completely random directions or stand around doing nothing at all. Never mind multiplayer and a campaign, you need to get the basic gameplay to work first.
Bug: When autoswitching targets, existing shots vanish. When several enemies are almost equally as far apart from you, this can happen for every shot until you reach a flank.
Great job on this one. It was great fun, thank you very much. It would be even better with a speedup button, and better handling of gun movement. The guns tend to refuse to move if you "skip" over one section they would need to travel through. It would be better if they would simply find their own way to the location where you release the button. It is particularly noticeable on those challenges where you only have one story on the tower, requiring you to juggle around the two guns.
What is everyone on about? The level 7 boss was easy, and I completed both level 7 and 8 on the first try with no leaks. Used air and earth towers. Or has the game been patched maybe?
To be honest, I'm not sure what lag you mean. Can you please try to restart your browser? Is there anyone else with such a click lag?