hmm... i might have spoken prematurely. it seems that the "claimed enough squares" thing was just delayed by a move? i can't figure it out.
(great game, by the way. :) )
there's a bug right now where certain "equals" conditions can be bypassed, as in, a random survivor came in at the same time as me recruiting which gave me "21 people at 20 capactiy", and i just got the heliport which is two squares, so now i've reached a goal of "31 squares out of 30 to win." i think the game is supposed to have ended right now.
i think it would be easier to organize/keep track of what's happening if i could assign tasks/missions first by person and then by location, and also some distinguishing icon for occupied people on missions vs. occupied people guarding the fort.
such a fantastic game, though.
favorite config: armor 1 spray gun - armor 2 freeze ray - armor 3 shotgun - assassin sniper - captain acid gun. get the sniper as early as possible and use armor-only normals to act as human shields to protect the sniper, then build up the other stuff and set up the cycle. finished 4-5 that way in just under eight minutes.
basically a very nice implementation of DJ Max Technika for flash. doesn't really bother me that it's a clone of the game since i don't live on the west coast anymore and have access to any max technika arcade machines. gives me a different rhythm game fix that i like since i don't play iidx much anymore. cheers.
basically a clone of blockout, not bad. agree about the control difficulty, i think to make it easier you just use 3 rotate control buttons (like blockout) instead of 6. it's not necessary to be able to rotate both ways.
i think i wish that the levels would go up in complexity as opposed to being more of the same. like, after getting through 5 levels, the whole thing resets and now you have to do pentagons instead of squares, after five levels do hexagons, &c.
that said, nice game overall. nostalgic for me since i used to play squares on paper all of the time.
wish the square was a different color than white so that i could see it against the white background better.
neat game though. love the audio effects, it would be fun to mess with aural effects more, maybe make mouse clicking change effects or something, or have the x/y plane define different aspects of aural variation (pitch bend, volume, &c). lots of potential there. but i'm an aural geek, so that's nothing unusual. :D
high praise. one of the top comments already addresses the minor issues i have with the game. the biggest complaint i have is that all of the game is controlled by mouse - except canceling a card action. it'd be nice if there were a mouse equivalent of canceling a card action so that there's no keyboard aspect to the game at all. (conversely, keyboard shortcuts for all gameplay might be nice too, but i don't think as necessary.)
meteor completely unbalances the game. for kicks i loaded the last level, moved the view to a random spot where nothing except space was on the screen and then chose a random trajectory for the meteor that would "lob" them back towards the planets. doing that the entire time, i still got a gold.
love the music track. fun game, well done. it'd be nice for certain goals if there were a counter to know how close i was to achieving the goal if i fell short (i'm thinking specifically about the 95 nuclearoid one).
one of the only td games i've played that feels more like a puzzle which places it above other TDs in which you may have flexibility but the end result is the same regardless of how you decide to do it. in this game, strategic placement of the towers and how you use them is so key to success, but it's not completely rigid. a good balance of flexible vs. needing to be adept with your resources. very very well done.
okay, playing more i have a few more things to say.
aside from tilt controls, multiball function would be nice too to add more depth to gameplay.
the main physics problem is how the pinball reacts to the left and right side bumpers. this game seems to propel the force upfield regardless of angle of entry or location on the bumper, and that's not the behaviour of real side bumpers. on most real pins, force acts directly outward (perpendicular to the angle of the bumper), strongest in the middle, weakest on the edges, and the angle and speed of entry greatly affects that.