What's with the scroll bars and why are there adverts inside the game? This looks like it is hosted on another site. Aren't Kong's terms and conditions on these things kinda clear?
Good start... some suggestions:
1) increase iteration speed, maybe make it adjustable? right now it just is too slow.
2) Figure some way to score other than longevity. Maybe average entropy * Longevity?
3) Make the stages have some kind of variety. Like, every 3 levels, have a cascade of diagonal gliders or a 1-d cellular automata look-alike come falling down.
4) Ability to switch between firing diagonal gliders, forward gliders, and the upward gliders would be neat.
Soldier on.
No, all you need is not love. You need a lot of love, a little bit of diplomacy to lure your competition into a false sense of security, and a number of murderous rages to kill your complacent foes.
The coin drop rate is pretty perfect, you are maxed out without grinding by the last level. The balance, though, does seem a bit off. You don't really need to upgrade health because you start with so much of it, enemies to so little damage and regen is incredibly powerful. Once you have kinetic missiles, everything else is rather pointless - the splitter missiles are especially weak in comparison.
On the other hand, the game is really fun with the easy difficulty - an addictive diversion that seems perfect for an achievement game (such as using only weapon X, #of kills, time trials, etc.) Or... with more enemy types and wave patterns (and maybe weapons/options?) you'll have an awesome all-round arcade game where the kill-stuff difficulty is low, but timing and strategy matter. This game just has so much potential. Keep up the good work!
I love this game. The graphics are simple but evocative (although, I might wish that it was easier to distinguish things on the mini-map.) Interface is good, I could use a toggle switch on run (like, capslock.) The starting stats seem a little off - adding points to health, run, and jump is pointless. The item generation rate is flawless, not too much that the game is ridiculously easy (well, until you have a better gun, a dungeon will fix this,) but not too little that you feel like you're grinding all the time. The level-up on the run speed seems perfect too; by the time you've memorized the map, it doesn't take that long to get anywhere.
Add some more quests and puzzles and it'll be seriously awesome. I look forward to the finished product.
Thank you for taking your time to write this feedback! :) The starting stats are pointless at this point, but I got something in mind to make it better. I will add more quests and maybe puzzles.
Suggested upgrade path:
Upgrade armory and economy (I'd skip the last 2 gold upgrades until later) first, economy allows you to deploy more soldiers and armory makes them last longer. Spam your first soldier type.
Upgrade support upgrades next, then actual supports, spam death from above. Use the bomb strike to destroy pesky enemy spawn points on later levels when you start feeling overwhelmed and keep spamming.
After that... well, that's it really. All other upgrades are pretty much superfluous.
I think this is a fantastic game for kids and will only get better.
Suggestions:
I'd like some incentive to draw walls other places than right next to the trolls. Maybe 'targets' throughout the level that we have to hit? Additional gold, points, stars or something for more bounces or distance a stone travels before hitting a troll? I like the idea of shuttling rocks back and forth across the screen for points.
Level vareity: Instead of having soldiers to protect in battle, why not have the wizard alone against a fortress he has to break down using rocks thrown at him?
Again, great game, let's see what the next version has to offer.
Stone/Bubble are useless as long as they count against # of walls and mechanics stay the same. Why not, half start wall size and decrease number to 2, then give # and length skills instead? Freeze, as it is, just slows the game down. If you feel players still should have a long-duration wall, change healing skill to 'healing line' that doesn't count against your wall count and lasts 3-8 seconds turning stones into healing.
Other ways to make skills useful...
Fireball cooldown reduction might be a skill that would make stone/bubble line and freeze useful. Enemies that can only be hurt by fireballs would also do that. You can also add minigames/levels that require them (e.g. remove rocks to uncover something, attack things from below using bubbled stones.)
Once again, great start, looking forward to the next release.
I'd like to be able to shift-click on my skills that aren't in the skillbar to launch them. I don't always want to move the rarer used skills onto the skill bar but I do want relatively quick access to them when I need them.
My thoughts: I like this game but... Auto-focus only notices when I click outside the game screen, not when my mouse focus is no longer on it. This isn't a game breaker, but it is very annoying when you get stuck on the edge of the screen. Please either make the screen edge slippery or fix the focus issue.
2) Memory leaks. Every 6-7 levels I need to hit refresh. Windows 7 x64, firefox 12.
3) Plasma isn't a "high risk" weapon. It is a "suicidal risk" weapon. Seriously though, compared to rockets it is pathetic and seems to actually do less damage (when combined with split.) Is the hitbox too small? Does the 'decay' affect more than is obvious?
4) Autobomb fails ~25% of the time for me. Is this a feature to prevent bombs from being dropped many times in a row?
Good thing: The progression of enemy rewards is perfect. Not too high, not too low. If you screw up, you can get back the cash easy enough.
Um, for levels 5-21, just use rockets. Homing rockets. That's all folks.
Blue ship for non-boss, red (rocket) ship for boss. Max out regen, HP, and speed on a grade 3 rocket ship to beat hyperion and pay attention. He's more tedious than hard at that point. Use your bombs when you get cornered by enemy fire.
Also, don't blow off his arms until he's done the green laser thingy. Else you'll be sorry.
Very good... except: the controls are rather inconsistent (I never know when to click the guy, sometimes I am supposed to click him when the way is entirely clear, other times he clears it for himself. ) The controls are sticky (some things don't always register a click until a tick after the previous animation is done), doors sometimes don't exist/aren't visible so we have no idea where to go/click next, and the puzzles are a little simple (I understand it is supposed to be fast but... really, just clicking keys at random in the police station? unlocking things in clockwise order? shouldn't it be counterclockwise to unlock, clockwise to lock, you know, we're un-doing the clocks?)
I love the faces everyone makes and the guy twitches just right when you click him.
Overall, decent game...
Great ideas. I probably won't make any more changes to Nyos, but I plan on making a sequel which incorporates those sorts of things.