Looking decent but way too slow. You should implement text-skipping and fast-travel, e.g. double-click skips movement animation. Will come back to this after a while. For now this is just awful.
Because of the Continue button I thought I could resume my game and quit. You should explain what the Continue button is for, especially if it's functionality is not what comes to mind easily.
Why are zombies getting transparent when they are hit? I'd advise on another visual effect, maybe increase red values. Also don't make zombies flicker when they are done but instead just disappear them. Maybe you aimed for players counting hits but since it is not always apparent if a zombie has been hit by a particular bullet that does not work for me at all.
Tried to attack Male Nurse Zombie at start of game. The combat dialog (I assume) opens with hardly anything in it. From the top: Two buttons for scrolling(?) left and right, then #{ShowAllButtonText} then there is my Name, "Combat Details", "Round" and further variables: playerattacks, enemyattacks, attackername a.s.o. When reloading I'm back to the standard frame but the actual street view is missing.
"You would not ask for it if you did not need it. And if you need it, who are we to say you can't have it?" - Amazing, I think that already made my day.
I had fun with this game. Interesting encounter marker system. I suggest to add a key listener to the continue button. It was the only relevant thing not accessible via keyboard when grinding.
Good game, nice graphics. Pictures for Daisy's upgrades are switched when clicked. Dizzy's hitbox should be closer to the actual visual expansion. Levels should be directly accessible after finishing them in order to make grinding easier. Ship control should not compare mouse cursor to ship's hitbox but some fixed point therein. Doesn't feel exact now.
Repeating DementiaDisdain's very useful tip: I couldn't jump in the boss run with 156 jumping, trained it again (to 178) and finally could jump and win.
Good game. Too much grinding though. And for some reason pressing Q not only drinks an energy potion but selects the second skill as well (played as Ranger).
Two things: Sometimes enemy ships change type when first hitting them, e.g. from standard vessel to one with a lot of cannons. And I'm getting close to a 50% chance of not having the golden treasure in the treasure selection after digging it up in treasure hunt. The latter problem is really annoying. I still get "quest completed" though.
It should be possible to go to the upgrade screen after clicking "play/continue". At the moment you are required to fail (crash your ship or something) in order to get there.
Saw: Reverse sawing direction when the yellow star appears. Hammer: Wait for the light to come up and hit the mouse when you see the bar below 'hard' is highlighted.
Does anyone have a recipe for the Axe?
Did anyone figure out how not to cause the first patient pain?
jmtb02: You're work is awesome but I'm close to raging right now. What I'm missing the most is some feedback for the timed thingies that tell you if you clicked too early/late.
Good to hear it :-)