Is it just me, or do the money printer upgrades not actually do anything? I'm not noticing any appreciable increase in funds with two of them equipped.
A solid concept, with a few flaws. 1: Your player only has two hands. Don't make them control with two of them, then still select menu items with the mouse. 2: If you're going to have my character move forward with each swing, have the enemies move back with each hit they take.
3: Collecting coins becomes counter intuitive to getting a higher score, meaning you have to choose between one or the other. 4: Locked items restrict player choice, making the game less engaging over time.
The level system takes so much away from the overall game. Now the player doesn't have to improve so much as the avatar does. It feels like I'm playing the game in order to unlock enough points to actually play the full game. In a game all about skill, reaction time, and more than a little luck, a leveling system just feels out of place and unnecessary. It'd be like if Super Meat Boy didn't give you the full complement of abilities until you'd died a couple hundred times.
"zen" is a word. Aside from that singular omission (had to use "zee" instead) this was an excellent game. I liked that with clever use of words and letter placement, you could do things out of order (I got the exclamation mark by coming in the back door) It rewarded cleverness and ingenuity in a way few games do. Well done.
So what's the point of the spells like stone line and bubble line? Aside from the fact that they can last longer with upgrades, they are detrimental in that they don't allow you to use stones against your enemies.
Okay, so my last comment was a little tongue in cheek, so here are some real comments. I enjoy the game a great deal, and have already spent too much time playing it, so kudos for that. That having been said, the amount of player information is limited at best. You give the player practically no feedback when they've been hit, except for a brief flashing of the health bar, which is not where the player's attention should be directed. Have the ship flash, or make a sound or something to let the player know. Same with grazes. I had to turn the music off just to hear the tiny little "tick" noise it makes whenever I graze. Some sort of visual confirmation would be nice as well. Lastly, the one-pixel hitbox would be nice, as it is REALLY hard to not get hit on bosses, even with the focus ship.
When you complete one level, your score carries over into the next. For example, if you complete stage one with 1880, you will start stage two with 1880 instead of 2000 on your first try.
Protip: Updrafts are more effective than downdrafts for building altitude. Create light wind funnels to draw new snow into a specific area. Don't pull too hard, or the tree will become too dense.
This game has so much more to it than at first sight. Great work. I only wish I could see my tree when I'm done.
The only puzzle which perplexed me was the seventh ending, with the scraps. I kept looking for meaning in the symbols on the scraps, when there really wasn't any. Some indication of how those images correlate to objects in the game world would have been immensely helpful.
An addendum to uglymcstick's excellent advice: If you follow up this design with a third outer layer, use alternating grow and armor cells, with the grow cells on the outer corner areas and the armor on the inner areas. You keep the rapid fire attack, get some pretty thick armor which regenrates, and it causes your missiles to grow.
Okay, so when I go to the level select the game starts looping a bunch of random noises which start to stack up into an indecipherable wall of noise. You can't mute it, and it makes the game lag. Not sure how that's happening.
Very well done. I really enjoyed what little there was here to play with. The boss fight at the end stood out to me as a high point, since it was different from the usual "giant enemy tank" approach. An alternate control scheme where you have acceleration, deceleration and realistic turning would be my only suggestion, aside from more levels, of course.
We really had difficulty deciding between control schemes, between what we have and what you suggest. Perhaps for the next version we'll make it optional for people to decide which scheme to use. Or maybe we'll have 2 tanks with different control schemes.
As for the boss, you can definitely expect more unique boss fights in the upcoming sequels. :-) -Onur
Sorry it was a bug, I fixed it =)