All bubbles do to your tank is slow it down and make it a bigger target. If guns were forced to be anchored inside of bubbles, that alone would make customization a useful and engaging feature. Right now, it sucks.
5-star rating, hands down. Let me point out that I've only given, maybe, three or four 5-star ratings on this site, so when I give one to you, it's because you deserve it. Seriously, if I had anything higher than a $0 income, I would be donating so hard right now. But... that said, I still have a few tiny things I would like to see improved. 1) Talking on the field: It would be nice to talk to your entire entourage instead of just your current party. A little alert in the corner when someone has something new to say would also be nice. 2) Item storage: A few shortcuts to speed up item distribution; switching inventories between characters, putting a character's inventory into storage, splitting a stack into 2, 3, or 4 roughly equal stacks. 3) Skills: Give any equipped item a gold background when all of its skills have been learned by the equipper. In the skills list, under each skill, show character icons for everyone that can learn the ability that hasn't already.
Good start, but it could use a lot of refinement. The weapon selection screen could be compressed into one screen with 6 buttons. It would be nice to be able to choose, say, Laser, Nova, and Stealth for your arsenal. The controls seem to be somewhat arbitrary, with primary and secondary weapons two keys apart, defensive mode sandwiched in between, and special weapon away from everything else. The ships come in from behind you in large groups, you can't fire backwards, and if you don't have the homing missile, it's impossible to hit the leader(s) before they go off-screen. The Barrier is useless, as its only benefit, the ability to damage enemies, can only be used by taking damage yourself. Basically, there's a lot of balancing issues which need to be addressed. But the good thing is, you have a pretty solid framework, so you only need to make some relatively minor changes to turn this game from good to great.
Also, the distance at which the exit sucks you in is too large. At least three times now, I ended up getting sucked into the exit too early, when I was trying to get those last few coins. Needless to say, it's very frustrating when even the Goal acts as an obstacle to your success.
The controls could use a little refinement. You use the mouse to play, but you have to press enter on the keyboard to start a level, when it would be preferable to click on the level you have selected to play. Also, I'd rather that when the game pauses, instead of opening up a menu, just let the player click anywhere to resume. A menu button can be placed in the corner if needed.
Assassination is a special bonus you earn very late in the game. Don't expect to get it before floor 80. There's an item called the Assassin's Amulet, and equipping it gives you a 20% chance to "assassinate" an enemy in battle, which means you score an insta-kill regardless of how much HP the enemy had.
What a treat to find that, after having managed to complete the game, I later find it featured on the front page, go to it, and instantly win a card and 65 points.
I can't understand why anyone would whine about losing 50-60 floors of progress. You can literally escape at ANY time, no matter what floor you're on. You know the consequences of dying. So why in the world would you not leave the dungeon and instead get into a fight with a rock monster if you don't have enough HP? Do you literally stop and think: (Hm, well there's a 95% chance I'm going to die if I get into a fight, and I'll lose 60 floors and 20 artifacts/abilities if I die here. I LIEK DOSE ODDS). Do you hit on 21 in Blackjack too??
Alright, now here's what everybody wanted: a downloadable list of every single reaction you can make and at what stage in the game you can make them. I have to say... after making this, I am disappointed at just how underwhelming the scope of this game is. For a game that's supposedly all about the freedom to create anything, it sure does feel like you're on rails. Turns out, there's a reason. In this entire game, I counted 156 different reactions. With a maximum of 115 elements at your disposal, there are 6670 potential combinations. What does that mean? Quite simply, 97.7% of your attempts will end in salty tears of failure... and that's if you're not repeating any combinations at all. The wasted potential of this concept is simply mind-blowing. But enough of that, here's that guide. http://www.fileden.com/files/2008/6/8/1950977//DoodleGod.docx.
It has potential, but the execution is terribly underwhelming. I would recommend setting up some sort of Facebook poll or something where people can suggest all the combinations they can think of and then vote on them to see which ones will make it into the new game. Voila, over 1000 combinations.
I wish the ending was more than just the in-game sprite drinking the potion and dying. I was expecting some comic panels or some closing story. In fact, I would have liked to see what happens after his permanent death. Maybe he was the only superhero in the world, and by killing him, all the supervillains are now free to take over the world.