Nice game, but it's a little annoying that you have to find just the right book out of the whole shelf. Had a little trouble finding the outlet, too, even though I knew to look for it. But it was obscured by the outside wall. Also, was slightly disappointed that dunking the termite in meth wasn't the answer. Otherwise, it's a fun addition to the series.
"We are professionals!" said the guy standing over his boss's corpse. "Why are you hiding?" asked the guy who pumped a full clip of bullets into me the second he saw me. "You must be new. Where's your uniform? Get me a cup of coffee!" said the guy so worried about being assassinated he's living in a warehouse full of guards. Man, no wonder they sent me from the future to kill these people. These humans from the past are so stupid.
How are the controls for running supposed to work? I can't seem to run when I want to. Worse, he starts to run when I don't want him to, often into spikes, off a cliff, or past the thing I wanted to press.
I like the look of this. You've done an excellent job creating the mood. The problem, as others have said, is the forced perspective. Too much of the "challenge" comes from not being able to see. Specifically, that you can't see what the character herself should have no trouble seeing. It can get pretty frustrating, constantly running into problems and knowing that the whole thing would be a breeze in first person. Also, you've done such a good job setting up the mood that it really feels like we need a story.
You remembered to give the turtle a brightly colored ninja bandana mask. Excellent. Unfortunately, the flying squirrel's goggles don't come with a blue aviator's cap. Tsk, tsk.
My one wish for this game would be autofire. (Naturally, it would not apply to the Charge gun.) There's really no reason not to be firing all the time, and there are a lot of secondary controls (to switch weapons, pause, and activate overdrive). It'd be easier if I didn't have to keep a finger pressed down on the fire button.
Beautiful game. Love the art, character depth, and gameplay. Well done. Having now seen all endings, I have to say I like the two "no wish" endings best. Too bad you can't vote for them. I especially like that they involve giving a wish to someone who isn't otherwise an option. One small bug is that I've had trouble with overly aggressive hit detection on obstacles, particularly in Absolute Zero, where my ship has repeatedly gotten caught on walls, taking damage and unable to move, when I was pretty sure I hadn't touched them.
Would be nice if it was a little easier to tell which layer (background, foreground, or middle) objects and platforms are in. Can I shoot past it? Can I jump on it? Or will it block people and bullets from my view?
Okay boys, here's the plan. We're going to take over the ice cream shop. Keep the VIP out in the open, on the roof. The rest of you, stand with your backs to these oil barrels. And if your partner gets killed, just stay where you are; there's no reason to turn around or shoot the hostages.
This feels a lot like Pixel Purge... only without the upgrade system, variety, pacing, or colors. Also, the "WAVE X" notification takes up a lot of the screen when there are still sometimes a fair number of enemies around.
Took me a while to figure out mission 10. For those confused, here are some hints: You'll need three bullets. Only one of those goes into a human. Shoot to wound.