I love auto-save. Just puttin that out there. Especially in flash games, when 1 accidental press of a button can lose you a tremendous amount of work.
As for the game itself... pretty good. Gameplay's solid, graphics are nice... the game could have really used like 2 weeks of polish, though. Optimizing for speed, smoothing out animations, that kind of thing. I also find the interface to be slightly off; it looks nice, but it just doesn't fit with the whole medieval atmosphere the game has going. 2 weeks spent polishing the little fiddly bits would have made a lot of difference.
Overall, though, rather nice game.
I agree with the issues reported by FrostythePyro, as I encountered all of them. Also, I'd put a timer on the fruit so it disappears after a while; the game gets very laggy after a while if you have a decent amount of fruit trees.
Pretty fun, though.
G*DD**MIT!!! I hate it so much that the 'quit level' button is named exactly the same as the 'resume game' button in a number of RTSs. 'Return to Map'- seriously? I cannot count how many times I've left an extremely long level on accident. Like right now. Playing the last level, wave 105, over 110 million points; I pause to reduce quality for lag, and click the wrong button. Hate that. Hate hate hate. Would it have been so hard to put a 'Are you sure you want to quit?' prompt?
Great potential, terrible execution. The enemies can go well outside the playing field and then RETURN from behind, giving them a significant advantage. Whenever you get hit, you lose an upgrade completely. Doesn't matter what level it is. So annoying. Plus, the movement is unresponsive enough to often be unable to avoid projectiles. And why is the player size significantly larger than the sprite? That shouldn't happen.
Pretty poorly written. Accuracy is almost irrelevant. Every gun uses (literally) the same clip- you can switch to a fast-reload gun to reload the slower ones easier, and you can't keep one in reserve in case you need to kill while r/ling one gun; the enemies are unoriginal and often counter-intuitive, and the game is simply not too fun to play.
Well, it's a good engine overall, and quite a bit of fun to play. BUT, it's really short, very linear, and just ends- you get stuck in the final area, nothing to do, not even a 'Victoly' screen or something. 4/5 for bad handling of length and ending, but very nice overall.
@Orangie- the API is already implemented. Note the highscore table- that is a direct function of the Kongregate API at work.
Thus, badges are certainly a possibility.
Best fun I've had in a manic shooter in a while. 5/5. My only complaint is that it's rather short; I just beat the boss after 18 minutes. Plus, upgrade options are a bit limited.
Very enjoyable overall, though.
Rather buggy. You can skip the 7-level preview block with 'b', it seems to keep your money between runs, plus all the bugs others have mentioned.
Decent, but not something I'd put more time into without a lot of bug-fixes.
3/5.
It seems utterly impossible to kill the Chaos Fire leader as a Poison Water mage. It could be done if there was a pass button, ironically; but as is, there is no way.
Well, the total commands still seems broken; it's been showing only 'NaN' instead of the total commands variable.
Quite well done overall, though. 5/5 from me.