I actually like this odd visual 'game'. It's not a game by my standards, because there's nothing to do to really interact with the game world, but it is interesting. Keep making games, give the player more control besides the ability to change our viewpoint. I liked the 'rivers of squares', made me think of blood rushing through blood vessels.
Nice improvements to the game! Note that it is not necessesary to kill the boss to steal his boat... after trading a few sword swings and shooting both his knee caps (to little apparent effect), I dodged past the big boss mon and ran up to his boat. Text said something about needing to kill him, but I was in a hurry - didn't have time to read the warning.... just a swift press of 'e' and I was on my way away
He's a though guy to kill. Lots of defense and attack, nearly impossible to kill if you have not looted or bought some upgrades. As for the boat, it seems that i forgot to make it unusable until the big guy is down... thanks!
Game's got potential. At first I saw the sword in my hand, thought it was a kill things game - then saw how many swings it took to kill the first group of enemies (and that blocking doesnt seem to reduce damage), and realized it's a running away game. Treasure chests appear to secretly contain weapon upgrades as well as food, ammo and possibly gold (wasn't watching gold as there's no obvious use for it). There's a few 'friendlies' who don't do anything. Would be useful to be able to pause the game and/or review the instructions while playing, as well as being able to restart without waiting to die.... those hordes of enemies can barely hurt you, even at the start. Death from 1000 cuts indeed.
Thanks for the feedback.
As you saw, its not a game that you can run in the middle of a group of enemy and think of surviving without a scratch. Wanted it to be that way first, but changed the concept a bit.
Parry does work, i tested it, but does not have any feedback yet. It does not completely remove the damage, it cuts it in half.
For the chests, you found out that the chest that glows more contain more loot and upgrades. They are a few hidden everywhere, so don't be afraid to explore.
For the friendlies, they are merchant that can be activated by pressing "E". It will pop a menu with with the price of what you can buy (ammo, food, attack and defense).
It is possible to pause with the ESC key and there is even a save function, don't be afraid, you will need it!
Was playing a numbers game when a small block came at me, the size that should have a single digit above it - but it had no number. There was nothing to type to destroy it, and all I could do was let it hit me.
When I selected the 9 L upgrade for sense of smell, the buttons to selection options disappeared and did not return, leaving me with no way to continue playing.
*blush* This is maybe the easiest 'hard' badge to get... Because we can start at 1000 speed on hard mode (least I can... haven't played in forever but the game remembers me!) all I had to do to get that hard badge was live long enough for my score to count... and boom, badge done!
I'd forgotten how much I love this game. Woo woo to this game, and it's upcoming sequel!
Pretty version, but please check the programming, I recommend playtesting yourself the first level about 3 times or so - there are some very clearly open matches that the game seems to randomly not recognize as being correct moves. Which ones seem rather unpredictable to me - and they always eventually become allowed - after other blocks that are not even part of their rows are removed. Doesn't seem to be a pattern to the bug, but it's very noticable and affected 5 of the first 6 levels I played
The puzzle were you have to pick the solution from the five choices, the first room with choices, was almost to subtle for me. I had half typed my confusion and embarrassment (since it didnt seem to confuse other posters!) when I went back and stared at the screen, frowning, and then finally noticed the clue after another minute or so. Subtle, devious, but left me well prepared to notice the remaining clues as I moved onwards. Well done!
Add an autofire function and the game would be much more playable. I made it to level 3. The way the character is thinking is odd, heh. Clones in army uniforms, so go to the base for help... the planes dropping ammo for soldiers... My arm is so cramped from firing as fast as I had to fire that I can hardly type! I'd play your game more, and I actually like the difficulty level, but not the serious discomfort of clicking this fast for this long - at least add a pause function so I can get blood back into my hand!
If you enjoy making this game and want to continue it, it does have potential. For me the pacing is to rapid (I'm safe! Err, wait, what's killing me? How'd you get behind me, I was alone a second ago?) But I generally enjoy zombie games.
Very touchy controls. Disappointed that the edge of the screen = disappeared forever. Only one level.
That said, for what it is it has potential. I could enjoy this game if you developed it further.
I prefer memory games that allow high speed, that is you do not need to wait for animations to end before being able to click on new tiles. I also prefer a different method of scoring/game ending - having "just so many" flips period is more stressful to me than fun.
Game has potential. The style of gameplay is archaic, but this is not an insurmountable issue, especially if you like or want this format - just ensure that there is rich content (including varient and surprises) to capture and hold a player's attention. Be sure to include multiple levels of feedback, and at least the "illusion" of multiple sources or potential trouble to keep the feel of a "race against an enemy". Let us know how the public and political figures think of us, at all times - and make sure it changes for both forseeable and unexpected reasons. Let us know how the enemy is doing - or might be doing. Keep our attention and interest, and your game will thrive.
Not a game. Pretty, fancy. Artful. A player needs more to achieve, more to earn, more to explore, more to do in order for this to be a game. That said, it's artful. Detailed. Attractive. Interesting, as art. Expand upon it, for it is close to being a game.
Keep making games. This is "rough", in that it's hard to control your character (at least for me), but it shows real potential in how you put it together. Sidenote - I managed somehow to fall off the side of the map during the second stage, and fell "forever"... the world above looking like a cross and receding slowly out of sight to the top of the screen as I fell into blue-gray nothingness forever
Sadness, So wanted to complete all achievements and see if anything changed when reasearch was 100% done... but got stuck on the "fully damage a specimen" goal. I took off the jaw, used each non amputating weapon on each non-lethal bodypart several times to get each damage location marked, and finally removed arm/arm/legs... and still didnt get the achievement. Have no idea what I might have missed, really thought I got each bit as fully as the game allows :(
thanks