Herbivores should be able to kill predators, but shouldn't multiply from doing so. Predators should be able to kill herbivores as a way to multiply. This would help balance the "2 predators killing the entire 200+ herbivore species" problem I'm seeing right now.
Alright, I see a lot of gripes here and a lot of boredom on my end. So I've decided to make a little list of what I think could improve this without too much change to the game. 1.) Colour-code the balls. The ones that offer lower money are all one colour, and the ones that offer higher amounts of money are a different colour. This way players can prioritize with a glance 2.) Have the four abilities mapped to 1, 2, 3, and 4. A player wants to keep their mouse on-screen collecting balls and using abilities quickly without any loss of time. 3.) Have a little algorithm so if a penguin hasn't "KILLED" or "MISSED" a turtle in X seconds (I suggest 6, but it's up to you), it'll focus on a different turtle. Thanks for reading.
At the risk of being downvoted. I still want to convey my opinion. Mostly on how this game seems to drag on without being fun, or amusing. The levels are varied enough to keep an average player enticed but I can't find the appeal with this. It is a well designed game though, and the 1 pixel hitbox was a great choice for this type of game. But in the next one it would be nice to see more varied upgrades and possibly a tree for changing the character's attack scheme.
I can't believe how many murderers I've dated in this game. How does this come up anyway, casually through a conversation over the BBQ or something? "Hey, I'm pretty geeky and charming right? ohandItendtomurderpeople."
Kongregate seems to be riddled with games that last 50+ levels, or are basically endurance games with badges every hour; it's unnerving. Run Elephant Run (as well as many other games by jmtb02) is an amazing game, holding a decent storyline with epic music. It shows how flash games don't get any better with length, it shows that a truly good flash game has a solid system and doesn't require 10 tutorial levels to get started. Wonderfully well done.
This is pretty deep, many levels to play around the world. Doesn't get boring easily. Also rewarding, I like the heroes and the upgrade system. Good game.
Lol, bourgeoise was fine. I got full upgrades and went for every achievement other than it at first, then after surviving for like 5 minutes and getting "clearly devoted" I reset my upgrades, re-upgraded everything but "homing beacon" and "rain dance". You'll find plenty more geese and they'll be easier to get. Great game btw. The art sucks now and again (scribbling on a sea?) but it's obvious you can draw well when the stealth bombers come on screen.
That was possibly the most difficult medium bade I have ever received. Took me over an hour to do, with an average 3 minutes per bridge. And that was only beginner? I'm definitely not even going to start advanced, I'd rather not think about each bridge for 30 minutes :P
Juggling is a shitty "skill". Juggling is only to be used when the developer creates impossible scenarios that could never be completed by conventional means, also allowing the developer to design his levels horribly and use juggling as a reason. The best tower defence games require strategy, alignment, and planning. Only with a shitty developer or shitty player should juggling be necessary.
Congratulations, you have created the first unplayable Tetris clone. This is a challenging game reliant on patience and luck. Using the down arrow to place a block will likely cause your tower to collapse prematurely, although it shouldn't. The game itself takes much of the computers' resources and thus results in lag, further challenging the player to struggle through it. This, along with the terrible physics that cause your tower to lose balance simple as it grows, makes this game one of the worst Tetris clones I've ever played.
Nothing is too brilliant, it's a fairly ordinary platformer. The only levels that caught my eye were the last two, which required much planning ahead with the clones. Otherwise, the story is spectacular and the graphics are good. You could have changed them up a bit more to add to the atmosphere (like when he's looking into his past, how the graphics are distorted). In happier levels, you could have a light shining slightly from the background and make a glow on nearby platforms, while on harder levels there may be an eerie fog at the top of the level. Things to add to what you're already trying to portray.
494 skill points. This is devastating. But otherwise, very good game. I'll try a second time to get the skill points later and have a shot at some badges. Good design, definitely replayable.
Took my about 20 minutes for the hard badge. Difficult (considering it was a solid 20 minutes of restarts) but not as difficult as others. Thankfully, much more rewarding than if this were for 15 points.
Very beautiful game. Past the initial (well, tutorial) stages everything becomes very intuitive, and many sections made me think "wow, they really thought this out". Good atmosphere and platforming, very happy to see it isn't pixel-perfect.
Incredibly difficult. I had to redo 64 at least 3 times via screwing up with E's part. But I still finished it. Certain jokes were good, others were obvious, overall you've made a very well thought out game. Good job.
I beat 30 levels, yay. Certain parts impressed me, how intelligent you were with the design and how unique it was. Much of it was really well done, planned, etc. But there were terrible places as well. Level 27 required too much precision, as did level 12. 30 was well done for the most part.
These controls are unpleasant. In fact, they're terrible. I can recall more occasions where I've died from being pushed too far left (or right) than I've faced a difficult puzzle. The controls stutter, from pushing you 1 pixel by 1 light press, to pushing you 5 pixels by said same light press. Fix it?