Although I've played quite a few of these games and enjoyed them, I've always found navigation to be a little confusing. A mini-map would be nice (Once you've bought the map of course), and / or a compass. They are good games though. Keep up the good work.
For some reason I can't get past the level select screen. Clicking either 'meadow' or 'forest' does nothing. It's causing some lag with my browser however, so it may be that file size is an issue. Also, the game screen area is far too large. 1024x768 is still the most common screen resolution so you should be designing for that, though maybe add a 'full-screen' option for those with large monitors who want to immerse themselves fully into it.
This is really good! Damn Pac-Man, you scary. Would love to see further additions, such as lives for a start, and as other have mentioned, a top-down replay. Thought of taking on any other classics? Beserker for the Atari for example?
I feel that this has potential to be quite interesting. I didn't manage to complete it, I was a couple of hundred short. Allow users to choose their own controls, including the mouse, and I'm not sure if I'm keen on the timer being there. I'd like to see a damage meter, maybe some puzzles left by an ancient civilisation (I suppose some sort of robotic arm could be added to the sub), having to clear debris to reveal hidden caverns, and upgrades that will allow you to travel deeper underwater (so you'd need to start thinking about pressure gauges etc.), tasks such as collecting plant and animal samples. There's lots you could do with this. Not a bad effort at all.
Nice start, but needs more work. The controls seem fine, though I'd like to be able to press any button to start the game, and maybe have customisable keys. Needs an upgrade shop, power-ups that enemies drop, new weapons, bosses, level select, different worlds, changeable camera angles, some buildings to bomb...Just a few ideas there. Also, progress should be saved and a level select added. I think that you have a solid basis for a good game if you continue to work on it.
EDIT: To be honest, I fell that the new backgrounds are a little too busy, making it look cluttered. Simpler would be better. I would like to see 1) Starting with 5 balls but able to increase beyond 5 by hitting 'extra ball' cans. Sometimes I hit these cans but I've already maxed the 5 limit. You could set the maximum to be high, say 15, but reduce by one each round. Would make the game longer, and increase difficulty over time. 2) Different setups, such as some levels with 2 platforms etc. 3) More ball types, with unique abilities. The tennis ball should be bouncier for example, so it can be easily bounced off the wall 4) More special can types which give power ups such a ball which is briefly magnetic and pulls the cans towards it. Or a double or tri-shot power-up. Maybe a a high velocity power-up too. 5) More and different types of bonus rounds. 6) Additional achievements and ways of getting more points e.g. making a can reach a certain height, or spin a certain number of times.
1-Ye, kind of it. 2-Unsure. 3-Tennis is indeed bouncier. 4-Great, althoug it is supposed to be aluminium ;) will do with g. 5-Unsure as well, trying to not increase file size too much. 6- Now thats great, I will have a look at it. Thanks!
Cool. Glad to hear that you're updating the game at some point. I've added it to my favourites. I like the fact that the types of cans different occasionally. Some people may not like that, but I think it adds more of a challenge.
I know that this was development build, but there should really be more to it. I found the scroll, a jetpack(?), saw the skull, found the guy that exploded, leaving behind a thing. There's not enough here for us to be able to give proper feedback. Flesh it out, play with different ideas and then update with a new version.
The zombie exploded leaving behind fuel for the jetpack. And this game was a test of some of Unity's functions I know. I am gonna keep on making better games, with better story (tbh I finished the game before I created the story, at the start I just wanted to make something scary. So, in the end, all I had to do was create the fuel and the jetpack).
The interface needs an overhaul just to make the game look more polished. It's surprisingly addictive though. I'd prefer the aim to be use a few balls as possible, without there being the 5 ball limit. Or possibly more game modes? Or more ways to earn new balls, such as making a can ring the bell. I don't like the way to increase the angle, maybe consider having it changeable via the arrows keys. Also, need some new backgrounds which have more than one stand etc. A good start, but needs more.
Could be very enjoyable, but it has many issues. First of all, bugs: I've been unable to complete level 13 because two creeps floated up and out of the game area. On other levels I've completed a wave while there's still creeps on screen, and my base has also been destroyed of another level by an unseen force. From full health to boom! Guns / rewards / costs all need balancing, but most of all, the game needs something to differentiate it from the genre. Possible to become a good game with some more work.
For some reason it won't load for me in Chrome on OSX. Other browsers seem fins though. I agree with other comments that this hasn't been optimized for playing on the web. I'm sure it runs wonderfully on the iPad, but for the web it's not great. Placement is also counter-intuitive for non-touch screens. Despite these issue it seems like like a fun game. It looks great, and seems well thought out.
This is one game I can always replay. Love it! A sequel would be great, with lots of new buildings and locations. There's little room for improvement here, though a restart button would be good, and maybe a lists of the items by category. You really need a good strategy if you're going for a high score. one issue I had with the bonus multiplier was that I had two identical rocks (and they were identical, I spent ages looking at them) and got the wrong one, losing my combo. Expert tip that works for me: Start with people, then gems and treasure, clearing a few large items out of your way as you do. Then start with smallest categories, saving tools as much as possible until you're about 2/3 through the categories, then use up the Tools, going on to finishing off remaining categories, saving Junk for last.
Pretty good, but still feels unfinished. The gameplay is good and it's fun to play, which makes up for lackluster graphics. Would love to see more quests, more NPCs, more interactive objects, more materials, and maybe a different mode once you've completed the main game, e.g. sandbox with unlimited building materials. The arena is a nice idea, but the effort required / prize doesn't make it worth the trouble. Found it better value to go hunting creeps elsewhere. Coal and Iron ore seem to be a little too limited too. Had a slight issue with creep spawning where they would spawn inside my constructed compound, making me crap myself. 3/5 so far, capable of 5/5 if you work on it.
I do love the game, but my only gripe is the speed of certain things, such as moving around the dungeons, animations, and unnecessary effects like the falling chests after you win a battle, then watching the items slowly float up. An option to not run redundant animations would be great, as would a fight speed option.
Has potential, but better controls would greatly improve it. At the moment the controls are far too cumbersome. As others have suggested, let us aim with the mouse.
I do love this game, but man, is it tough. Feels like i'm missing out on some more upgrades with all my excess cash I have lying around. I've maxed out everything, but struggle with the 2nd boss. Am I the only one who finds this too hard? It is great fun though, good job.
This would be much more fun to play if the controls weren't so awkward. It would be much better if you used traditional driving controls and space for jump.
Yeah, a mini map would be good, thanks!