The game is alright but it has a few problems. Firstly, on floor 7, you can keep going back in and out of the armory, collecting the weapons and killing the guy outside, for infinite ammo and lives. Also, you shouldn't put enemies with guns right inside of rooms when the player walks in, it's unavoidable damage. Lastly, I'm guessing you just used a hitTest on the charger gun (and maybe on the others as well)? This makes the hitbox _huge_ when you're firing at an angle. Flash uses the bounding box of a movieclip to determine hitTesting--go into Paint, draw a line at a 45 degree angle, and put a rectangle around the whole thing to see why this is a problem. Even if that's not how you did the hit detection, it's way, way off when firing at an angle.
Where to begin? It has potential, but it has a lot of problems. The framerate becomes awful in many rooms in the dungeon, especially those with the blobs. I end up lagging into enemies and taking hits from it. Why do we have to switch between the mask and the sword? It's annoying to have to keep re-equipping things. Why is there a seperate button for continuing text and closing it? When I encountered the giant blob I tried to hit it with my sword and got the popup--then when I hit S to close the box it swung my sword again, producing the popup. This cycle repeated until I was finally pushed out of sword range. We don't need to see the popup explaining each drop we pickup every time we get an item. A good try, but needs a lot of work.
Being able to fire as fast as you can click removes what little challenge, and therefore enjoyment, the game might otherwise have had. Which wouldn't have been much anyway.
Advice for future games: Your start and play again buttons only work if you click on the text. Instead of making the next itself a button, just make a rectangle and put the text on it, and make the rectangle a button.
Just because someone doesn't have a D by their name doesn't mean they don't have a valid opinion. The scrolling is nauseating, the hotbox on the spikes is too big, you do NOT have the player start a level over spikes that make them move within the first half a second or restart the game. Try upping the framerate so movement doesn't look so bad.
Very clever, but even a light breath makes me go too high and lose. Could you maybe have an option to calibrate the game to your mic sensitivity? And of course, if you're going to go that far, add more to the game. =D
I like that there's variety in the missions, but there's a lot wrong. The camera being zoomed in so close gives you a reaction time, at any decent speed, of maybe a tenth of a second. This means the game really isn't about dodging or getting powerups, it's about a bunch of car-shaped dice. The hitbox on the trucks is way too big, if you try to drive at an angle behind them you'll hit them when you're not even close. The mission description for 'supercup' is "undefined."
Disregard comment about custom mode not working, some other songs worked fine, while the ones that didn't work...kept not working. So I'm guessing it's a problem with those mp3s. Or your game just doesn't like Touhou music. =(
Well done, but a couple things I'd change: make the 'track' and arrows a little big bigger--I think it'd be nice to have the arrows a little clearer, and it's not like we're going to be looking at the spaceships flying around. Change the multiplier popups so they don't obscure the area where the arrows you're supposed to be hitting are. And while I"m impressed that there's a custom mode, it didn't work for me after one song.
The music doesn't loop cleanly. Otherwlse, excellent. I do agree with widening the time bonus window a little though--it seems like I don't even have time to really take in the picture before I have to start hunting, which hurts when the game tells a story.
Hmm. I like it. It's fun, the music is good. I would recommend putting a brief delay in between your time running out and the next piece coming up, though--what ends up happening as you get further is time runs out while you're trying to place a piece, and you end up misplacing something or not being able to fit the next piece in where you were trying to click.