5/5 for the game, -2 for leaving the ridiculous 'backward throw' bug in for so long, -1 for inability to gain achievements = 2/5. Fix it, and I'll fix my score, m'kay?
FYI, Throwing the plane backwards in Firefox 4.X running in Ubuntu Linux = 10 second freeze, then everything jelly. Problem, Windows + IE? :troll grin:
Hmmm... Respawned at the left end of the bridge where you first fight one of the big guys with the axes. I'm stuck, my MP keeps getting used up, and my weapon keeps changing.
Hmmm... You know... If you released an editor that let users create their /own/ games with the engine by adding new graphics/sound/etc., in exchange for a percentage of their ad revenue, you could make both new friends *AND* some extra pocket change.
If you could do the entire DA series with this engine..... I'd probably starve to death. :grin: Seriously, there are *SO* many IP's that would be a perfect fit for this style of play, from the original Shinobi and Ninja Gaiden, to Diablo and God of War, (here are some prime candidates: youtube.com/watch?v=_n1Ma9LjaFU ) Forget complicated storylines or Hollywood style cutscenes; just give us an (almost) never-ending horde of enemies to slash, smash, and pummel our way through. (And the occasional secret door, where you can learn new moves from mysterious old men.)
AAAAAAAAARGH!!!!! 6/5 for this *awesome* game, -3/5 for the lame (at least when compared to this one) Facebook version. This must be *CRAZY* fun on an iOS/Android device!
Sorry, but 2/5 is all I can give. For all the upgrades that there are, and the sheer amount of work that went into it, the actually game portion can't even really be called one. Very disappointing. Make it at least a *little* challenging, and I'll change my vote.
Napalm! Where is my Heavy Napalm??? Scorched Earth ( http://en.wikipedia.org/wiki/Scorched_Earth_(video_game) ) had it 20 years ago. (It runs just fine in DOSBox, BTW.
3. Expand acceleration/braking/steering options. For example, using the numeric keypad, 5|8|/ could be increasing amounts of acceleration, 2|0 increasing braking, and 7|4|1 & 9|6|3 increasing left/right steering. A similar setup can be used for W|A|S|D.
4. Create a set of sprites that are at a lower angle. (Cars off to the side look like they are doing wheelies.) Alternatively, if that would increase memory requirements too much, make up each car from a series of separate sprites, with X|Y|Z offsets used to set the angles.
Here are some suggestions:
1. Have a 'RearViewViewable' variable array linked to the track position, like for the forward view. Each item in the array contains the number of previous positions that can be 'seen'. Other cars (behind and in front) show up on the line at the top of the screen in their position, and an indicator shows up at the bottom with where they are horizontally behind you. The width of the indicator should vary by distance, so someone right behind you will be full width.
2. Have an indicator hovering above the entrance to the next 'visible' corner, indicating the sharpness of the corner. That will give drivers enough info on the track layout without needing a minimap, which would be distracting anyway.
I got all cleared, but it only said 2 done, so I redid the last level on 3 and got all of them. Eh. BTW, even *bots* shouldn't stick around after hitting a land mine. 5/5
What a great game. The music style reminded me of 'Fire & Ice' ( http://youtu.be/vbiIRJs_rFc ) from *WAAAAAY* back in the day. (I don't suppose you are Jason Page, by any chance...) 5/5
One thing that would be handy is, when switching to first person, instead of just right-clicking on a structure, you right-click and drag to set the initial direction you face. That would make it a *lot* easier to take out particular enemies without wasting time swinging around to find them. Also, ***PLEASE*** add a slider or checkbox for the $&#*(@ bloom. It has become an extremely annoying fad, and ruins the look of otherwise good looking games... like this one.