So, wait. There is a black hole in the middle of the battlefield that will destroy everyone within minutes, yet, rather than evacuating the bases, all sides are actively bringing in more troops and machinery?
Nice start, but it needs a bit more strategy and some polish. It's a cool idea, and it can be made a lot better with some more strategic diversity in the levels, and perhaps some graphical improvement with the text buttons, and changes to make the repair system better.
Personally, I don't think this game needs stat upgrades, though some aesthetic rewards would be nice. It's got a simple, addictive style and decent gameplay. I do think that the extra lives should restore at least a small amount of fuel or something, so that I don't run out of fuel and spend 10 seconds watching myself crash away all my extra lives without being able to do anything.
I think that if a garrisoned building is being shot at from a distance it can't shoot back from, some of the soldiers inside should get out and attack the unit shooting their building. It's not realistic for them to just sit there and be fired upon without retaliation.
Guide to last challenge(Justin and Mike)#/All: equip a pistol as secondary and try to exploit the enemy's max range. This is the only good way of killing thee Tank as Assassin, and if the following methods are too difficult, a pistol can be used by itself to outrange the bosses.#Medic: Equip a pistol as primary and rapidly shoot both of them from a distance. A:ComMas K: Surg #/Assassin: Equip a sniper as primary, and only use it on the Commando. Shadow blend can add safety if you need to wait for an opportunity. A: Any K: Any #/Commando: An OICW makes quick work of both enemies and allows you to fire from out of both of their ranges. A:AmFeed K:Any #/Tank: Choose any short range shotgun, and exploit respawn invincibility like mad. Despite his level, the enemy's Tank doesn't hit as hard as you'd think, and he goes down fairly easy against a high level shotgun. The Commando is the main threat, but out-range him with a pistol and he goes down handily. A:Any K:Reflect #/Hope this helped!
Game overall is pretty good. There are a few glitches, however, and you may wish to include more detailed instructions, as well as more info on the turrets. Also, it's very difficult to hit your target. Perhaps you should change the laser to an instant damage beam, to better suit the style of this game.
In my opinion, the end sentence falls victim to show don't tell. I didn't feel as if there was a machine in the earlier levels, as there was no real activity occurring other than that of the player character. It begins with the start of the rebellion. This could possibly be remedied by giving the player some kind of opening sequence where he is actually part of the machine(though that might be kind of boring), or an epilogue sequence where the aftermath of the machine's destruction is shown. The game states that the player "destroyed the old for an imaginary new", but I, personally, did not see any old to destroy. To clarify, I did like the overall theme of the game, I just think that more atmosphere could serve to clarify it and drive the point home. In addition, I liked the art style quite a bit(pixel art FTW), and the platforms were much smoother and better done than those of most other stencyl platformer games(I can see that you took measures to go beyond the basic engine).
Wow, that was nice to read, I'm thankful you went to the trouble to give such an in-depth review! Yeah, I agree on a lot of the parts regarding story and clarification, etc. I'm still learning to make these games and don't have a whole lot of time to work on them, but I'll think about what you said. Thanks!
Okay, the train mission really needs to be looked into. Hitting a hostile car with a bomb damages the friendly cars, the autocannons can destroy a friendly car all by themselves, if I so much as engage the enemy fighters that continuously tear me apart, the game starts yelling at me for abandoning the train that's at most 25 meters away from me. Other than that, the game's great, but that mission is just beyond ridiculous. Because I likes everything else so much, I'm still giving a 5/5, but please fix that mission.
Perhaps the double click could be changed to a single click? You could have it shoot if you click it but don't drag it somewhere else? The mechanic itself, however is fairly original, and the game was entertaining(3300 high-score, by the way, is that good?)
Thanks for your kind words. I appear to have commented out the high score tables so I will add them back in straight away. Then you will know if 3,300 is a good score :).
I like the graphics. Maybe add more enemy types and change their bullet colors?(also, the final boss's central weapon could easily be made to look better, just give it a charging orbs effect and make it a forward firing laser. rather than just an extremely fast bullet. Overall it's pretty good, and I have high hopes for the sequel.
Heh, we actually had more than just us 4; you could say this was just a "Get to know and work better with each other" kind of project for like 5-6 people xD. Sadly you can't fit more than 3 other names on there though, but nevertheless, I tried to fit the more important people on there.
thx