I generally don't leave comments on Playcrafter games at all. I only did it here because the logic you were trying to use to defend them just makes them look worse. On top of that, most PC games are uploaded by the Playcrafter account, not the creator, so leaving suggestions feels like shouting into a void. As well, many of them are plagued by the fact that the base engine has more problems with it than I can get into in this space. Regardless, I invite you to look through my comments on other games before you try and scold me for not helping.
Very mature. I know people say it. I'm not ignorant of that. I don't defend them, as I don't think any game deserves an automatic score. But the fact is, there are a _lot_ of really bad Playcrafter games on this site--if the site is so powerful, then it means the developers all keep doing really poor jobs with the tools they have. Quit screaming 'ignorance!' just because you like the site. Most of the games from it suck.
What's funny is your defense that the website is powerful just makes the slew of really bad playcrafter games even more deserving of the low scores they get.
What a waste. This had everything going for it to be really good, and falls apart completely because of the total lack of balance. I see where the attempt was made to make the two sides different but of the same strength, but in reality it doesn't work at all. 3/4 Demon weapons are instant kills, often on multiple targets, the only thing that even comes close on the Angel side is the conversion, which doesn't come close to the amount of destruction the demons can do unless you convert a target in a group and then they throw something big at it. Then on the last level, one of the demons got stuck trying to climb a hill so I can't continue the game. Would have been a 4, balance issues take it to a 2, game-stopping bugs get you a 1/5.
This is alright--it's actually a pretty good shooter. You did good work on the bosses. The levels feel a little too long to me, but my main suggestion is, make a smaller hitbox. It looks like you just hitTested against the ship sprite, but in shooters like this its better to make a smaller hitbox so the player can slip through heavy fire.
Very nice improvements, I like it. My suggestions: Option for NumPad movement, mostly because I'm used to it from Angband. ^^;. Keyboard command to close the treasure popups so we don't need to switch to the mouse to do it. Some basic character customization would be nice, but its fine the way it is.
I think all the difficulty problems are related to the weapons. Your starting weapon is pitifully weak, and between that and how fast the shots move, it makes the beginning of the game extremely difficult, and dependent on getting a few powerups so you can clear the screen. Once I got a good streak of powerups I was having fun, but then you compound the problem by making the weapon degrade with damage, meaning the game has slippery slope, which a shmup really shouldn't. I love shmups, so I do like the game, but its not as good as it could be.
Did you even try playing this? It could have been good, but the hit detection is awful, you don't make the player switch between keyboard and mouse between deaths, the sounds are very annoying, the level where the guards sit and babble is extremely frustrating to restart, you don't make the player switch between keyboard and mouse between deaths, the last level lags, and you don't make the player switch between keyboard and mouse between deaths.
Its an interesting idea, and it's very well made, I just don't think it works. You get to deal with draining health, a timer, and enemies that respawn while you're stuck with time delayed weapons. I would say drop the timer, and if you really want to, speed up the health decay a little.
I...I'm speechless. It's obviously a shootorial...but it's like someone actually understood the point of the shootorial and put effort into it instead of just uploading the same game as everyone else! I never thought I'd see the day! Good job!
Just because something's unique doesn't make it good. Giving a player only a 25% chance to actually progress even after they get through the maze, for no reason at all, is called a "dick move." It doesn't add challenge. It doesn't add gameplay. It's just terrible game design.