Very well done, but *FAR* too easy. Play the original with MAME to see what I mean. The reason that it sped up the fewer invaders there were was simply because the more there was to draw, the slower they were drawn, the hardware was that slow. Even on the first level, by the time you got down to one, it *flew*!
At first, I thought that this was going to be a rip-off of "Don't Look Back", but not only isn't it, but it is a pretty cool idea in it's own right. 3/5
The most hilarious thing is that it looks like he'll get a nice chunk of change for making fun of morons. It's like he's the Howard Stern of Flash coders.
AAAAARGH! *Again* I miss a 'Brilliant' rating on a level because the bloddy boss thief glides through my defenses and nabs a gem. *PLEASE*, for the love of $DEITY, make it so that any damage to a thief knocks him out of stealth mode at least for a second or two.
As for those who put this down as a 'ripoff' of Steambirds, I guess you can be excused because of your age, as you would have been too young to remember Critical Mass ( http://www.windowsgames.co.uk/critical.html ) on the Atari ST, over 18 years ago. In fact, turn-based, 'boardless' games were around *long* before there were even computers, so I prefer to think of FoD as simply continuing a fine tradition, done with great style. 5/5
Also, upon consideration, I'd change the orders to 3 boxes with three options each:
Movement: Advance, Hold, & Retreat (Direction of travel)
Disposition: Aggressive, Passive, Cautious (Response to damage taken)
Range: Maximum, Optimum, Minimum (Distance to enemy to maintain while firing)
The first two set how the tank will react to enemies. 'Advance|Aggressive' will continue moving forward at maximum speed no matter how much damage has been taken, while 'Retreat|Cautious' will have the opposite effect, and 'Hold|Passive' woul have the tank stay in one spot until it takes 50% damage, then retreat.
The last is simply to balance chance-to-hit with chance-to-/BE/-hit, where 'optimum range' is 50% of max range.
Urgh. I just finished the Crystal Cave with the long guns for the first time, and I see where others are coming from as to aiming. The way it is now is, frankly, ridiculous. Think that's a little strong? Then why are my long range, heavy hitters closing to point-blank range with flamethrowers, while firing into the /ceiling?/ Change the code so that the projectiles intersect their target every time, but whether they do damage or not depends on their chance-to-hit. Better yet, map the 0 to chance-to-hit range from 0 to 100% of max damage. (e.g. if CtH is 70% at maximum range, then generating a 70 will do 100% of max damage, while a 35 will do 50% of max damage.) To make it perfect, calculate in what percentage of maximum range is involved, where the chance-to-hit doubles every time the distance is halved.
I quite enjoyed it, but I agree with others that adding more order types would be handy - 'retreat' & 'hold, then retreat when damaged' would be welcomed. It would also be nice if you could drag a rectangle to select a number of tanks, then give an order to one of them to order them all to do the same thing.
Solid controls, interesting mix of vehicles, gears for choosing power/speed ratio - all in all, while not a revolutionary change in the genre, it is one of the best implementations I've come across. If you come up with more content, like adding unlockable events - with achievements - a la Flatout, and polish up well, you could have a *very* popular game here.
5/5... -1 For dumping you in the action without any instructions, let alone a tutorial, -1 for not starting with an easier battle, -1 for being a demo for a paid version. 2/5 from me.
One thing that irritates me to no end with these games; the collision for the tree/rock/etc. shouldn't be the entire sprite, but only what you would actually hit IRL. Come on; it can't be /that/ hard to have a separate collision layer.
Ummm... Guys? Saying that this is a ripoff version of Evony/Civony/etc. doesn't make a lot of sense; it would more accurate to say that it is a /relabeled version/ - different graphics, same engine. The 'pay for upgrades' system isn't a scam, either; it can just get very, very expensive, very, very fast. I don't like their business model, and I don't like their ads, so I'm giving them a 1/5
Ummm... Cake? I made a version of this 28 years ago, on an Apple ][+. The only real difference in /play/ was my screen was static. This genre has been around a *loooong* time.
The biggest frustration is that you have to click on continue to start the level, and are often behind the popup. I lost most of the red blood cells in one level because I was stunned before I even saw where I was, then kept getting stunned before I could do anything to protect myself. Once you click continue to start the level, everything should pause until the mouse button is pressed. That would give players a chance to at least see in which direction to fire first.
5/5 I /was/ going to give you 1/5 for stealing graphics, but, fortunately, you included a link to the free Tyrian artwork. (Tyrian for the iPhone? WOOT!)
BWAHAHAHAHAHA!!! I left it running for a couple of days, then upgraded one tower so much that it looped the counter to negative values, and ended up /giving/ billions of HP to enemies.