I might be way off base here, but, it seems like flash is running 2X as fast as it's supposed to (look at your and the animals' jerky movement), making it almost unplayable. Shame, because I REALLY wanted to like this, but with these controls and that speed...
I don't mind the character switching. I don't mind the backtracking, hell, I enjoy it (kind of metroidvania-y). What I DO mind is hiding goodies down some blind jumps and death pits down others. That ish gets real annoying REAL fast
Well, crud...right when I got used to those weird wall jump controls, the game's over. Shame the dev's not around anymore; would have loved to see an expansion/sequel/anything more from this guy.
Greg would make three badges on games i've already beaten the same day I had to wipe my comp (along with my saves). Buuut, since they're all bontegames, that means I get to beat'em again =]
After I unlocked the special car, it hit me - the opponents are all using special cars disguised as normal cars. That's the ONLY way to explain how they haul tail through those curves without slowing, skidding, or crashing like my normal car did.
Nice touch allowing the protagonist to keep all the powers from the last game. Though I don't know another game will go with that last upgrade you get from this one...
Thanks! The rule I follow is that the protagonist only keeps the bare minimum amount of upgrades required to beat the game, so any post-victory upgrades don't count in the next game.
I thought that this was really well done - and that's a lot coming from someone who hates physics-based games (no offense to those of you who like them) . Never got stuck on the environment anywhere, didn't encounter any section needing pixel-perfect timing, and best of all, it wasn't so difficult that one absolutely needs a walkthrough. Overall, good stuff even though that hard badge is still a firm 'never will I ever'
Good start, but could use a bit of polish to make it great. DEFINITELY agreed with Pykrete about the blind jumps - enemies lying in wait at the end of long horizontal jumps were a pain too. The little spinning projectiles could do with some contrast against that sky background - at first I couldn't even tell what was damaging me. Multi-hit enemies should blink/flash or have a hp bar or something to let the player know their current element is doing any/how much damage. Same goes for bosses.
Very nice game; shame it hasn't gotten more shine than it has. Only complaints I had were a) that the game should probably save when you get a major powerup (not HP or magic) and b) the final bosses' normal attack is kind of hard to tell when he attacks you so you can try to dodge it. Music was awesome too
Geez, that was fun. Hard as three kinds of hell, but fun nonetheless. The ice plant's research station has a room where you have to make a long jump to the right. If you drop to the floor instead, the wall to the right can be clipped through, killing you. Just a note for anyone else who finds that and thinks they've found a shortcut, nope, only death.
Holy crap, that was difficult...and that's just on medium! Only part I had a real issue with is at the bottom of that long vertical shaftyou fall down. There shouldn't EVER be a checkpoint located in the line of fire like that. That part just felt cheap...
three suggestions here; 1. your tutorial needs work. the tutorial guy says to 'connect processor to autosell' but gives you no clue about how to do that. Transporters, directionality, or the need for uranium and carbon, none of that stuff is mentioned. He also says that there'll be a red dot when there's something new to learn, but i've done all scouting and research w/o that guy lighting up to tell me about it not even once. 2. what legofh said. 3. You might REALLY want to redo this in another programming language: flash is on its way out. Lots of potential, but execution and presentation needs some work.
You guys must have had a field day writing all those book titles. As a side note, to anybody who wants to read them all, be sure to check the G-P sections before you 'do something with a book'. Once you do, that section disappears and you can't read them again until you start a new game.
Watch out...if you're thinking there's something cool in that valley in the upper left of the map, don't bother; it's instadeath. I know I can't be the only one who tried going up there looking for goodies
Thanks! The rule I follow is that the protagonist only keeps the bare minimum amount of upgrades required to beat the game, so any post-victory upgrades don't count in the next game.