I'm going to be brutally honest with you but don't take my advice lightly, because you've got the basics down, but here's some really important stuff to take note of.
The background is quite disorientating. Remember that simpler is better, you don't want to crowd up the screen.
Enemies should never spawn that close to the player. As a rule of thumb, spawning should never occur on screen where the player can see it, it ruins the illusion.
It desperately needs instructions, every game does.
I would recommend having a turret on the ship if you want 360d firing. Having the bullets appear at the front of the ship doesn't look right.
There was a good range of upgrades but I had maxed them all out after just a few waves. Because it was so easy to upgrade the ship, the game was far too easy.
Finally, do some bug testing, I frequently found myself stuck in the wave because an enemy was left but it didn't exist.
As I said, it's a good game, with a lot of small problems. Good luck.
Thank you DrYoshiyahu for your long and thorough reply. I've taken what you have said onboard and in the latest update (15/06/2012) I have attempted to amend some of the issues you've raised. I've changed the background during the main game to not be so disorientating and confusing, reducing it's opacity and re-doing how it follows the player. For the moment, the enemies spawn the same however after a 'warp' animation to prevent the total loss of immersion (I hope to re-code the spawn to be more practical in a later update). As you've suggested I have added a 360* turret, to prevent maxing out all of the upgrades early on I've doubled the level and reduced the credit gained from destroying enemy ships; although I've stepped up the starting credits. Hopefully I've ironed out a few of the other bugs, I perhaps prematurely uploaded the game. Thank you again for your comment. ~Adam
This is really good for two days. It's well polished and even though I hated the awkwardness of the physics, it kinda worked. I also thought the music really suited the game surprisingly. I'd love to see updates or a sequel to this.
I didn't find this very entertaining. I thought the intro was good but after that it was a downhill slope. There just wasn't enough motivation to keep going past the first few levels.
Once I right-clicked and pressed forward a few times I actually got to the game, which wasn't horrible, even for only 3 levels. But I reccomend getting the game right and adding everything you want to before publishing it.
This game has too much grinding and not enough racing, more so that the prequels. It's original and pretty entertaining but most of the minigames are just a bore. I found myself longing to just level up faster. I was also upset to see that it's virtually impossible to beat the game with just one duck. I'd have appreciated a higher max for the stats too, after 150 flying it was just a grind fest. I liked the music, it suited the game really well. And the RPG-style sense of belonging to my duck was there too. I genuinely wanted him to succeed. Which was probably the only thing that kept me playing. The storyline was better than the previous games and the graphics were spot on, but I think it just lacked in a sense of achievement and replay value.
Entertainment: 3/5
Immersion: 4/5
Achievement: 2/5
This is a pretty good game. The game itself is entertaining, but lacks replay value other than Kong badges. The enemies are varied and quite original, and the difficulty curve in each level is perfect. Unfortunately the one-hit kill is very demanding and not at all forgiving. Intense concentration is required to not miss a single detail, or your dead. The music was good but I don't think any of it really suited the game. I think a heavy trance song would've done the atmosphere of the game more justice. I liked the wide range of awards, most games don't have nearly that much to gain, but the rewards were again, quite unforgiving, and mostly useless. Until you pick one that can actually be useful, you are forced to waste keys, trying to get one that isn't a waste. Overall, it's just too unforgiving to mistakes and has no storyline whatsoever. It's not a bad game, but not particularly worthy of a high rating.
Achievement gets 5/5, Entertainment gets 3/5, and Immersion gets 1/5.
I disagree with all the other criticisms. I didn't find it hard to see what was going on, I thought it was really well balanced and the dificulty curve was perfect. A fantastic little game.
I was going to add in character costumes, mario, pikachu, link, ect. It didn't turn out the way I wanted it to and I've decided I'll just stick to colours. Trust me, it'll look amazing.
This actually has a surprising amount of levels, but I got bored by the second secret area. It's really good though, especcially for a game with 16-bit graphics and 5 colours. :P
After voting is over I'll add in a button to clear the screen that's available whilst in a menu, but for now you can refresh the page if you want to clear it.
Thank you DrYoshiyahu for your long and thorough reply. I've taken what you have said onboard and in the latest update (15/06/2012) I have attempted to amend some of the issues you've raised. I've changed the background during the main game to not be so disorientating and confusing, reducing it's opacity and re-doing how it follows the player. For the moment, the enemies spawn the same however after a 'warp' animation to prevent the total loss of immersion (I hope to re-code the spawn to be more practical in a later update). As you've suggested I have added a 360* turret, to prevent maxing out all of the upgrades early on I've doubled the level and reduced the credit gained from destroying enemy ships; although I've stepped up the starting credits. Hopefully I've ironed out a few of the other bugs, I perhaps prematurely uploaded the game. Thank you again for your comment. ~Adam