You've definately improved over the last version of this I played. The impenetrable sheild should be....reduced somewhat, because it's entirely possible for the player to not have anything that can hurt it (flak cannon, drones...)
Also, if I ABANDON A CAMPAIGN I'd like for it to reset. Mission 3 I've reached an unwinnable situation, I figured I'd try out the plasma cannons, leveled them up. Reached a point at which I couldn't kill enough stuff (either I focused on the ground cannons and was anialated by the flying stuff, or I focused on the flying stuff and was anialated by the ground cannons--also the little tiny annoying as f*ck fliers are almost impossible to hit with any slow-reload weapon, the plasma cannons are just barely too slow to be able to accurately hit them--the mines are nifty, but too small of a covered area, I think I had it kill 1 out of every 4 tiny-flying-f*ckers that came at me.
I continued tracking dice rolls until I lost Africa for the umpteenth time.
Attack:
1: 50
2: 28
3: 47
4: 47
5: 34
6: 27 (out of 233 rolls?!? 11.6% vs. a 1/6 being 16.7%)
Defence:
1: 9
2: 10
3: 14
4: 21
5: 36
6: 43 (out of 133 rolls: a whopping 32.3%)
No wonder I'm losing.
My findings on the dice statistics curve (taken only from when the player attacks, as the computer's moves occure to fast to record the results)
Attacker (rolls):
1: 21
2: 9
3: 25
4: 22
5: 13
6: 14
Defender (rolls):
1: 5
2: 3
3: 7
4: 9
5: 21
6: 18
This is enough die-rolls to prove that it is not an even distribution, there is heavy weighting towards the CPU-defence. Harder to determine what's going on on the player's attacking rolls, there is slight weight towards the lower end, but it all seems missing from the rolls for 2's.
Also, I'd like to be able to see the dice rolled when I conquer an area. Currently that's hidden from me, though I get to see it when the CPU conquers areas.
This is an interesting game, but I find it annoying that seemingly everytime I get a life-up power up I immediately slam into a wall. And not everytime from zipping from the far side of the feild. It's not a problem with coding, just with the feasibility of getting powerups.
Also, powerups disapear when you level up, making it even harder to get them. I know death is inevitable, but come on.
I did 18000 on Challenge once upon a time...gods...this is difficult, new targets pop up too quick, the changing colors are clunky and if you miss a target it's almost easier to forget about it than try and hit it and take the risk of hitting a wrong colored target or miss a whole slew of targets.
Once I got to level 50 (as it was kinda boring after level 12 or so--and at 40ish I started hoarding every purple item I could (one of each) because everything else was worthless) I got bored and tried to see what I could edit with Cheat Engine. I found quite a lot of values, gave up trying to figure out how to add abilities to stuff though (i.e. making a green item a blue, etc.). No, I have no idea how an author can protect their games from Cheat Engine, but supposedly it can be done.
I did, however, in the process give myself 5000 boss kills. :P In retrospect I think that was a little over the top. I did not intend to give myself an all-time highscore that was 8 times higher than the current, I was just having more fun screwing with the game's variables than play the game itself.
You can tell that this game is never intended to end by right-clicking and chosing "play" which would take you to the "game over" screen. Instead it takes you back to the question. There are no other frames in this movie.
lordv653:
Yes, the average person can remember 5 to 7 discrete pieces of information. A series of keys "left-down-right-up" counts as one (probably remembered as "counterclockwise, start left"). "Seven rights, then up" counts as a second. That's 12 notes and we're no where near full.
I like the idea, but again it falls into the same pitfall I saw with boomshine: bubbles expand/contract at the same speed as they move (meaning a bubble that's shrinking will never hit a bubble that's moving in the same direction as it, or an expanding bubble will never hit a bubble that's moving away).
As for the combo, if it WENT DOWN the numbers to (9, 8, 7, 6...) then it'd be effective, otherwise you're playing on trying to get a 1, a 2, and a 3 in the same spot to get a nice large >pop<