when I was making the game I wanted to have a weapon that affected each enemy. If blades killed everything then there would be no challenge at all.
---Blades kill seekers ---E-bombs kill swarmers, ---Armor can block rockets (lvl 3), ---and the Warpers are invincible, which is why I put the alarm on them so you know to steer clear.
Sometimes it's cool not to spell out exactly how things work and discover them on your own. There's reward in that.
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The hotel vanished on me too (after I ran behind it) Great looking 3D Flash game though. The picture speak is a cool idea and helps make it more universal. Good work!
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I'd love to get the high scores rockin, but since it's a Shockwave game, there's no system in place yet at kong to submit them. Soon hopefully!
The bug with the ball collision is related to the Havok Physics Engine that the game uses. It does some strange things sometimes, and they are really hard to track down.
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@ spartikips: Your wish is granted!
Check out the kong leaderboards now, and you will see a "dimension" score. I was always keeping track of it, just not displaying it in the leaderboard.
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I just uploaded a new version of Oroboros that adds lots of new content, and hopefully clears up some of the confusing bits.
There are enhancements to the enemies, and also to your abilities. You can now switch between Blades and Armor by pressing (x) and (z). I'll leave the rest of the details for you to discover on your own. Make sure you read the new infos in the game if you are unclear on anything.
Have fun
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I've been listening to all of your comments, and later today I'll be uploading a new version with changes based on the feedback.
It's going to be much better!
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That was beautiful Grier! You nailed it right on the money!
I would just add that the power ups serve to change up the game play more than anything. for instance, if a blade hits a white energy cluster, it kills it --meaning you can't eat it. Armor on the other hand keeps you safe for up to 3 impacts, but still allows you to eat the energy, since it just bounces off. You might say that armor is better in this sense.
It's all designed to help you keep your point multipliers climbing, which is the main goal.
I posted more info about the game mechanics over on the left. This should shed a bit of light on some of the confusing bits.
I tend to get developer tunnel-vision after playing my games 1000 times in a row.
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Thanks for all the comments everyone, I really appreciate them!
I've been bustin my b@(($ on this game for the past few months, and there's still lots that I want to do.
If you get a chance, check out the Champions Dimension on the game over screen... It's a special salute to the top 25 players!
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I thought this was going to suck at first, but it was actually entertaining. The weapons were responsive, and and every level had something new!
Not bad for a modern duck hunt!
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