I expect that someone'll eventually figure out the emulator thing, and Flash will more-or-less survive. We've seen Supernova and Armorgames make attempts. The sad thing is that the golden age of Flash seems like it ended in the early 2010's. HTML5 can basically do all the same things, but it doesn't have the community Flash had.
This is a pretty nice game. I've thought about making an Azul Baronis-like of my own over the years. It's a strange feeling knowing that all these obscure but interesting flash games will be lost to time when flash support ends.
In case anyone was wondering, a destroyer counts as 3 fighters, a testudon counts as 10 fighters, and a mothership counts as 35 fighters when your forces are being allocated.
Mission 11 is incredibly cheap, but there's a trick to it - be just as cheap. Buy 20 missiles and the missile shield, then grab the railgun and use it and the missiles to kite the enemy ships from as far away as possible. Beat it on the first try with that approach.
One major issue is that it's impossible to beat the game as a Poison Water mage. One way or another, you have to fight the Chaos Fire clan leader (either to become rank 1, or to win the great mage election if you aren't rank 1), and it's an unwinnable fight. You'll lose 10HP per round to his attacks regardless of what you do, and there's no way to damage him other than poison (which adds up to 8 damage per round), since he'll always have a T6 attack ready thanks to Twice, which will block your T5 attacks. It might have been possible to win if he went first, since then you could land a hit on him by blocking his first attack and then attacking in the same direction before twice first charges, but since the player goes first, the fight is mathematically impossible to win.
/ I should note that the fight against the Sea Water clan leader is tricky as a Poison Water mage, but still possible. You just have to remember that he won't use mana burn if your mana is less than or equal to 12.
Found a pretty major glitch - speeding up vans past a certain point breaks their timer, causing them to never generate any money while online. Offline production still works, but online doesn't.
Two major issues. The first is that the autofire function doesn't work correctly(the accuracy is extremely poor for some reason, and the firerate is abysmal and doesn't improve as more pixels are gathered). The second is that you get the 'destroyed my entire database' message even if you clear the minimum possible number of good sectors and leave everything else intact.
There's an interesting glitch with the first heartstone cave if you play as Phoenix. The guy outside gives you a quest to kill the Guardians inside the cave, but he himself is a guardian, and the troops he gives you to clear out the cave are also guardians.
The trick to the game is that attrition isn't a viable strategy - you can't really dodge enemy attacks, even with max dive. Max out your speed (or get it close) while getting up to half size and maxing out durability and health, then get to full size. For the early UFO waves where they first get out of reach, you can shift some points from endurance into jump. Once regen is maxed, you'll be practically invincible for a little while, and you can put the rest of your new points into bonuses. Air, dive, and starvation are useless skills except for some niche achievement hunting purposes - they all revolve around outlasting the enemy by diving and avoiding their attacks, which can't really be done. The strategy for levels is to kill the enemies as they enter, and be ready to retry some levels a few times based on luck - switching points around isn't as helpful as other people seem to believe. That's how I made it to wave 50, which is, as best I can tell, endless.
Definitely an interesting game. A few things I'd change:
|| 1. The game ends when you have no more satellites, but they build instantly. You should be able to place/upgrade/repair satellites between levels, but not during.
|| 2. The non-offensive upgrades range from mildly useful to completely useless. There's not really any incentive to buy/upgrade all that many satellites, given how much easier it is to defend a small handful of them.
|| 3. At the moment, it's not really viable to defend distant satellites, given that enemies spawn practically on top of them. Spawning enemies farther out might make that option more viable.
|| 4. The graphics are from a very frequently used set, which can turn some people off. It's fine if you're not an artist - simple Asteroids-style vector art works just as well, especially for a space game.
1. Or maybe the satellites will take a couple seconds to build? I will look into that.
2. You are right. I will need to buff the non-offensive upgrades or think of something else. And there is a incentive to defend more satellites, the more satellites you have, the more money you earn
3.The enemies always spawn at a fixed distance from the center of the map, on the binary star system sometimes will spawn closer due to the stars rotating from the center.
4. Yep, I'm absolutely not an artist. Buy maybe I can work out some sprites.
Thanks for the feedback!
What do the purple platforms do? I get catapulted towards the early part of the game where they first appear by some wind things, after the first item, but I can't figure out what they do.
Just finished the game on hard. Some tips for anyone having trouble: | | | | | 1. the enemy's taunts are unfair, and will typically do a lot more damage to your morale than you can do to theirs - you'll need to have a lot of taunters early on to keep them from gaining the advantage, using sheer quantity of taunts to make the numbers match up. | | | | | 2. The game typically gives you a pretty solid force composition. Tweaking it probably isn't a good idea unless you really know what you're doing. | | | | | 3. The best way to defeat an enemy is to charge them repeatedly, cycling two units. Have one retreat and the other charge on every turn. This is the most effective way to break enemy formations.
The hitbox really needs work. Did you just use the player ship's bounding box?
Aside from that, it's bad roguelike design for the first fifth of the game to be completely identical on every playthrough. Either vary the initial levels or toss out some minor upgrades - at present, the roguelike designation is somewhat tenuous.
1. Or maybe the satellites will take a couple seconds to build? I will look into that. 2. You are right. I will need to buff the non-offensive upgrades or think of something else. And there is a incentive to defend more satellites, the more satellites you have, the more money you earn 3.The enemies always spawn at a fixed distance from the center of the map, on the binary star system sometimes will spawn closer due to the stars rotating from the center. 4. Yep, I'm absolutely not an artist. Buy maybe I can work out some sprites. Thanks for the feedback!