The good: the game works (see first item in 'the bad'), no crashes, no glitches, clear objective. The bad: the game doesn't seem to focus correctly (arrows moved the screen instead of my character; I could only play with my window fullscreen) your text and graphics outlines could be a bit darker (I almost didn't see your instructions), 100% agree with sgibson on the 'up for jump'. The ugly: there's really nothing to keep many players engaged for more than a few levels. If you're going to add more levels, you may want to think about adding different game mechanics as you go along. Hope this helps a bit! And good luck!
Ignoring the intense Bullet Heaven-y vibe of the game, I had two major gripes here. First, the second wave of the volcano boss seems to bug out and spawn bullet spreads right on top of you when you special on that wave (bullets should never just materialize on you w/o warning). The second, more important issue; if you're hugging the bottom of the screen, you can go below the play area proper. if you have to spec while you're down there, you'll end up clicking on that Kiz10 button instead...
Holy h*ll that was amazing! And this was your first game? Aside from a few quality of life type things (slightly faster non-focused movement and wave counter for bosses), this was an outstanding piece of work. The story could use a little work too (SPOILER: I saw Erathiel's return in the end 14 miles away) although I did like the humor. I'm truly saddened to see that ES2 is indefinitely shelved, but I do see your point in that decision. Perhaps one day, in the not so distant future, a market for this type of game will once again be available. On an entirely different note, 'inspired by TGL'?...*explodes with a lethal case of the nostalgias*
Seeing what happened to that math teacher, I gotta wonder...Does everyone in that family have satanic powers of manipulation when they're children? (Ina and Mina, now Dregg)
Level 3 - Headshot: Mission failed, wth? Then I realized what I was supposed to do...Well why does it matter WHICH head I shoot? He's not getting any more action either way, right?
@JAStewart The numbers represent blocks of filled in squares with at least one space in between each block. So if you have a row that says "4 2 5", then, from left to right, there will be a block of 4 filled squares, at LEAST one space to the right of it, a block of 2 filled squares, at LEAST one space, then 5 filled squares after that. Same goes with columns: "1 3" going down means a single filled square, at least one space below that, then three filled squares. The gray Xs let you mark where you know there can't possibly be a filled square. Hope that helped and good luck
@RoseyLemonDrops- I think he's saying that dinosaurs aren't counted as animals for the "zoo" badge. Really wish Tamaii would put info like that up front like they did with the insects...
Quick tip for the level with the big whale things: instead of clicking them 50k times to get rid of them, dragging a piece pollution/toxin on it does the trick as well. The only way to pull that off in aquarium mode is to let one of the pollution-spitting fish spawn and then don't kick it off screen. Hope this helps save your clicker fingers!
Awesome game! Only thing keeping it from being ****ing awesome is, as others have said, you can't see ANYTHING in later levels, making it impossible to dodge effectively (the generous amount of extra lives makes up for this somewhat, but still). If there was a quality option to turn off all the explodey effects and maybe a ridiculously expensive shop item (magnet x 4 maybe?) that would instantly collect powerups/stars/treasure so they're not flying towards you looking like bullets and all. Dunno, just a thought...
I'm not much of an expert on UI design, but, one thing that jumped out at me was that since the mechs can only be upgraded on their turn, you may want a bigger or glowing background behind the mech whose turn it is to make that a bit more obvious.
The 100% love route did the trick for me...at first. About 5-7 minutes in, you start getting wrecked by successive mega waves that you can't out reproduce with sheer numbers. Switching to 70/30 love/amity doesn't have the screen full of my guys, but I've survived 10 more mega waves using it.
For an eight year old game, it's pretty decent, even though you can't remap your keys and Darwin lagged like a b****** (for me, anyway). However, finding a Colbert's amulet of anger made it all worthwhile for me. COLBERT NATION FOREVER!
*SPOILER* After having been touched by the power of Cyan, our protagonist then proceeds to beat the brakes off of a Magenta monster seeking to reclaim this power. *end spoiler* Having failed at this (obviously), in ZAK 2, a creature infused with Yellow tries to reclaim this power from our hero as well. It, too, will fail. Finally, in ZAK 3, our hero will be confronted with the master of these evils, a mighty abomination infused with the power of Black! Either this, or I should probably stop eating jalapeno chili right before a nap.
I think the creepiest thing about this swamp is that that snake LET you climb it. Also, I wonder if I was the only one to make a bee-line for the cash register after the d-bag gift shop owner leaves.
thank you so much for reviewing my game. helps me a lot!