One thing I don't understand: It's a game where fictional characters do insanely long jumps in mid-air, often with something like the moon in the background... and there's no E.T.
Thanks for the responses. I found the way back to the main menu after I posted, but it would be nice if you didn't have to die to get that option. And yes, it is possible to recover, but it seems a lot harder than it should be. (Especially if you're coming down from space and there's no more rain, even in the atmosphere.)
Would be nice if there was a real chance to recover when you run out of fuel. I started falling, but, on the way down, I collected enough raindrops to keep my tank fairly full. It still wasn't enough to keep me from crashing. That doesn't seem right.
I didn't add a terminal velocity so that it wouldn't take forever to die when you've already lost. You can recover from a would-be fatal fall, but you have to counter the momentum you've already collected on the way down first. I hope that makes sense. :)
You can change the settings by going to the main menu from the Game Over screen and continuing back to the game. I apologize for this oversight, I assumed people would choose either option and stick with it. I'll keep this in mind for the next game. Thanks for playing!
My dragon spirits seem to randomly stop working, particularly on Level 8. If they don't cut out in the middle of the level, they turn off about 5 seconds into the battle against the Gundam.
Cool art, fun gameplay, nice pacing. But I'd suggest some improvements: Make it easier to pause. And when you pause, pause the game, including enemies already onscreen. Give me the option to pause between waves to buy stuff. Also, make the controls more prominent. I shouldn't have had to discover by accident that pressing the spacebar expands the HUD. Make the mute button (currently available only during gameplay, and only in the expanded HUD) more accessible. Give us some item descriptions/stats. Small tweaks, but I think they could make the game a lot better.
Okay, so the EMP is what you have to build to win the game, not a screen-clearing bomb that you can use up to four times per wave. Gotcha. (Would have been nice if that had been clearer.)
Okay, so the EMP is what you need to build to win the game, not a screen-clearing bomb you can use up to four times per wave. Gotcha. (Would have been nice if that had been clearer.)
Is it a glitch that you get more resources for retreating from battle than you get for completing it? And why can't you keep the excess resources gained in battle?
"Which came first?" If you're a strict creationist, God made the chicken, so the chicken came first. But if you think about it from an evolutionary point of view, it's clear that the egg came first.
Some levels can get pretty frustrating. Even with the variety it gets kind of dull. And it's still pretty short. It's a nice idea, but doesn't do much for me.
One other thing: I don't mind these mini games. They're kind of fun. But it seems like the last four or five games have said the same thing: "Just a mini game to tide you over until the next full game..." I'm not the one making it, but it seems to me like if you added up the effort put in to making the last four mini-games you could have done the next full one by now.
No problem, thanks for the feedback!