[Comment Split 2] Especially by level 27, it's difficult to keep up with the speed of the enemies. Instead, it's just far more effective to max Damage and Fire Rate and saturate the path ahead of foes with bullets. Consider increasing the benefits of bullet speed upgrades to be more useful.
Modifying the color of your cannons is an integral part of gameplay... but continuing to respond to the advancing hordes is counter productive overall. Strategically, you're better off to remain colorless due to the fact that modifying cannon color costs as much as the next upgrade AND increases the cost of further upgrades. It's unfortunate, this is the game mechanic that makes your game unique and I'm better off not even bothering with it? Or setting it early on and forgetting it? ((I really would like input from other players on this point.)) )
[Comment Split 3] I suggest making changes to "Canon Color" based on time instead of points... Time is a precious currency, since this is after all an endurance game, correct? I change one color, I can't do this again for 60 seconds. After the 60 second cool down, I can change any color once more. There could even be an upgrade to reduce this cooldown.
Alternatively, at least reduce the point cost to modify CC by 50% of current mod cost, and don't have a CC change increment current mod cost.
Another point that makes the CC mechanic unusable imo is that it is impossible to just choose which color you would like to change to. Instead, you have to increment or decrement the Cannon one Color at a time, paying the mod cost each time. This is impossible in later levels when upgrades cost over 1k each... Please fix this by allowing the player to select the specific color.
[Comment Split 4]A bestiary of the shapes you face and their unique abilities would be nice.
CasinBlade's idea to have turrets change in looks shape or color would be nice, although a low priority. If you consider this in the long term, then allow the player to either unlock different turrets via achieving certain accomplishments, or have turrets change in appearance depending on upgrade level and types of upgrades applied.
Also, his idea for a TD mode would greatly improve your games lasting appeal. Instead of coming on tracks straight down, the shapes could go through a paths set on multiple independent tracks (Multiple entry/exit points) that cross over here and there while the turrets shoot at them. The tracks could even shift each level, potentially adding to the challenge depending on how you use the layout. People love TD games, this would give your game far more exposure and play.
[Comment Split 5]
I strongly second his request for numerous BGM tracks, as I alluded to before.
The font used in the game for whatever reason comes up as rather blurry on my 1280x800 resolution. The letter spacing is too close, or something like that. For example, the instruction text is hard to read, as well as the words "Next Modification" during gameplay, while the words "Speed", "Damage" and "Fire Rate" are clear and very easy to read.
Your game has a lot of potential, and I look forward to seeing where you'll take it. 2/5 now, and I'll be back to see if I can increase that rating later on. Good Luck!
Props to doing a fantastic job of capturing the theme of this contest, and bonus points for making your game about gum! I hope you make it to the finals.
Cool graphics, but I still have to rate it 1/5.
A "game" that I run in the background while I go play something else to entertain me isn't truly a game in any sense.
I'll favorite this to play later. I enjoyed the first one, I even DL'd it and kept it on my flash key for when I was bored and by a PC without internet.
Rating it 5/5 in an attempt to counter the newbs who think it's stolen and rate it 1/5...
Before you make yourself look stupid, look at the author of this game, and then look at the author for protector. Better yet, read the description!
74 levels on blind mode. It's luck at that point... like when the ceiling falls and you need to move to the opening to dodge the spikes. Just tapping your keyboard can send you to one side of the screen or the other.
You designed this game to resemble endurance, but the difficulty in the manner you have implemented it is not infinitely scaleable.
Fun to play for 5 minutes, but overall a failure in my opinion. 1/5
Nice concept for the microgame genre... the problem is that it's not sustainable. Skill becomes irrelevant. (Disobeying the cloud level at 6x speed is a good example)
Tough game... it's all about the nades.
One tip I can give you that helps a lot, those large slugs that spawn the weak flying insects... don't kill those until the last possible moment. Instead, farm the insects. They're worth 1 energy early on, and 2 energy after a few levels. When you're ready to kill the slugs, pop a grenade their way and switch to shotgun mode to take out the swarm.
Farming like this can get you a few extra critical upgrades.
I think the badge is for level 14 instead of 15 either because they updated the game with an additional level, or because on the level select screen, a screenshot can prove that you beat level 14 but not level 15.
Fun game, smooth, some difficult points, but never frustrating. He tells us it was inspired by Death V Monsters and even thanked that game in his credits. (It's only a rip off of another game if he doesn't do anything different and pretends that it was all his idea.)
Anyway, the game could've been a bit more difficult, but I still enjoyed playing it. The fact that you could only shoot in the direction you were moving away from took some getting used to, but after a bit I enjoyed that mechanic as part of the game.