It was a good game, though it has a few bugs (such as the one enigma found and another I found, which I shall explain shortly). It was very challenging to manage both time and arsenal as I had zombies crashing me while I repaired and fixed my car. I like the different types and sizes of zombies and their respective damage values. I would however increase the cost of medkits, as I found I could get 150hp after killing a couple of zombies, even though that would only consist of losing a couple of hp before. Okay, onto the bug. I had all weapons except spitfire and minigun. I saved enough to go straight for the minigun. However, I found out that after I bought the minigun, it would not fire, no matter what I did. I even bought the spitfire to try and make the program "work" but it didn't. Anyway, besides the bugs and easy health re-fill, I would give the game a 3/5, even though it is a sort of rip-off of "Balloon in a Wasteland".
I like it, but I think it needs more. The upgrade system is, as I find it as a player, not just "here's some upgrades, go beat the game," it's, "Here's some upgrades, improve yourself until you can beat the game." What I'm trying to say is that I would've liked to have seen, as smrk007 put it, more than one tier, maybe once you do 250X, you up the goal to 1000X, then 3000X, et cetera. Keep it going ;)! As for right now, it's a good skeletal concept. if there were an option, at the current moment, I would rate it 2.5/5, since it's good, but not quite there yet.
Post-thought comment. A few things I left out (a couple of bug reports...). I've noticed, at least on the "final" level, that if you look straight down then your character does a super-jump. Is this intended? Also, the light emanating from the flashlight appears somewhat lop-sided. I would love to see that straightened (unless of course the lop-sided-ness is intended). Finally, and this may be linked to the first report in this post-thought comment, on the final level, just before the "awesome" block, I appear to be flung high in the air without coming down and very little air control. Anyway, that has been the post-thought comment. I still urge you to keep up the good work ;)
It was good for a demo. I like the concept, though I would, in a player's perspective, like to see some sort of plot-line related to why the Nazis are chasing you...maybe something this person did during WWII? Also, I would like to report a bug (at least in the intro level) where you can walk through the walls and off the stage (I turned right at the "this is the evil ball" part and could walk off the stage). Other than that, once this game has more textures and levels, I would certainly give it a high rating. Keep it up! I can't wait to see a further finished version! ;)
It's a great game, but it has one major kill. The same problem ninjaoftwilight discovered. I attempted level 1 pro as soon as I could. Now, when I load some levels, I hear this sort of chaffing sound like you would in usual games with chaffing sounds, and my computer lags like crazy (mine doesn't usually lag either). If you could just fix that bug without creating other killer bugs, this would be a great addition to the Nano War series ;).
I like how the game mainly consists of voice acting (hilarious nonetheless). It's, as Yoshiyahu put it, "a very unique game" when you are required to latch onto objects rather than just jump over them. It can be very challenging (I had to use the walkthrough once or twice), the mostly black and white background seemed to blend with the gamestyle of narration. On narration, I like how the game is one big story, and that deaths and successes both fit into the "plotline" very well, something that I can imagine was quite difficult to come up with. Anyway, for all those reasons, it's earned a 5/5 from me :)
I too think the game lies. Level 2, 4 weights on one side, 4 on the other. Right side is heavier. Take the 4, split into two-two, and they balance? Which is heavier? If all but one are equal, and the heavier is indeed heavier, then the heavier side split should result in one of the split sides being heavier. What's up with that?
It's a good start, but I'd like to see improvement. The handling of the pixel seems a little too bad, and the collision detection seems a bit off (come on, I've tried jumping onto a ladder like 5 times and of that, I got on ONCE). However the concept of different tiles with different abilities is catchy, and for that, I believe this isn't a completely dead project.
great game! It has everything I could ask for (minus upgrades, but meh). It does feel a LITTLE like there's less gravity, but nevertheless, 4/5
P.S. I accidentally flagged ur game whilst trying to un-window it, soz :l If I knew if or how to unflag it, I would in a flash ;)
just played a few times, and it's good, except for one thing...in challenge mode, i keep having this horseshoe type thing and, since I only made 4 minigames in standard mode, have no idea what to do!!!! Maybe having a place where you can learn what to do for each minigame before you start or a system that tells you how to play the first time you see them, no matter which mode you're in? Other than that, very challenging, good game ;)
... ooooooooook, a 2-click game about sonny tactics, kinda like mocking it? If you wanted to make a sonny parody, at least 1) ask permission and 2) put time and effort into it, not just stick figure horribleness...1/5
It would be a good game, but I have a complaint. I am currently in a match, and of about 10 weapon drops in a two-sided map, about 8 have landed on the opposite end, now don't tell me it's okay, it's not. I recommend you fix it, because I am not pleased with that.
I played this on armorgames, waiting for it to be on Kong, saying to myself "why hasn't it reached Kong yet??" Well, it's here, and is still great. The scene-work, the concept, the features, the overall playability, all this makes this a great game that compares to many as the king of games. The ending is kind of sad, but still has a benevolent tone to it. Well done Krin (the author name on the AG website)!
This is a good game (barely). The UI (user interface) is okay, but could be improved (scrolling controls, auto next-level), the physics is okay for wood (haven't tried metal), the detail is okay (the occupants have the right sprite, but there are random midair "snap points"). If you fix that list of things then this could be a good game. Oh, and just because U feel so proud of it, I beat the game :) (first bridgebuilder I ever beat)
This is a good game that has potential. The flashlight concept is cool along with the different actions, such as picking up boxes and breaking through windows. I have one question though. I have no idea what I pressed, but I seem to have gotten some sort of developer mode, that shows me ms for update, render, flixel, flash, and total, along with fps. Is this intentional? It also shows numbers along the left and "Jump!" whenever I jump. Anyway, putting that confusion aside, the only things I see could be changed/added are the fact that "F" and the arrow keys are far apart, and maybe some more levels.
I like the concept, but level 10 is a bloody jump in difficulty from level 9. Level 9 is pretty easy, did it in one try. I've tried level 10 like 6 times now and have not had good results. Also, a level editor that can only be opened by beating the game? So I can't express my creativity unless I beat the game? Oh great, there goes that option. Well, good concept, but in my opinion, it needs some work.
ok, I like the concept, but the physics sucks. if I whack the base of the enemy weapon and it doesn't dislodge, that is not right, and the counter-attack, which obliterates you, is impossible to avoid? Man, I have no idea what physics engine you used, but in my opinion the physics just sucks. however, because of the concept, it still earns something more than one from me, but I'm just one of many gamers. If the majority like it, it will prosper