Erm... kind of cool yet more than a bit messed up in the details. Starts off way too hard, prior to getting pretty much max bullet speed, damage, and spread it was repeating levels constantly trying to eek out another star or two to actually survive decently, difficulty then goes to pretty much 0 once you have about half the offensive stuff sorted. Until the final boss that is, where it jumps back up to yeesh - although not quite as nuts as struggling through the beginning. Achievements like stomp on X soldiers were a real drag to get, as stomping is about the most unsafe way possible to kill them. The "Heal 100 points from any source as far as I can tell is flat out broken, couldn't get it after healing more than 200 with heal spell + heal beserk - not even counting meat. Not a bad game, just really needs a spin in the balance machine and some tweaks.
Gotta admit the description at least made me go "Say what now??" and click it and look. Unfortunately I formed no opinion on the game because it displays waaay too large to play. Windows that have to be scrolled to see what's up are not a helpful plan here.
You've got an annoying bug here with the achievements - opened trophy achievements do not register at all. I was at 0/8 and 0/12 the entire game, and I have all trophies open and the game finished. Other than that, the new "swing" regular sword mechanic is pretty annoying, I didn't enjoy that much "/ Everything else was pretty good.
Script locks like crazy on Pale Moon (Firefox for all intents and purposes) atm. Crunches right after the third or so click to advance the dialogue thing with the fire - into I guess? Anyway, it was clunky as hell even up to that with a ton of pausing and chunky performance. Something in the scripting Firefox doesn't seem to like one bit. Flash browser etc. all current and up to date.
Also, denying fullscreen doesn't help as it will just keep requesting it every single time you enter or leave a level or the shop. A bit of a random addition, but since I had to sit here and type this I heard it wayyyyy too many time - the music at the menu needs to be longer/not just break at the end and repeat. That got old fast.
Constantly after you to fullscreen, denying it leads to impossibly giant sizing in window before you can even get to wave 1. How the heck did you even get fullscreen functioning to work on Kong in the first place? Always been a bone of contention on here, and not allowed 99% of the time. Pale Moon (Firefox) with Flash, Unity, etc etc all updated to current if it's relevant, but as it stands I never even got the first wave started due to these sizing issues. Needs to return to the original window sizing properly if you deny full screen - even when I allowed it once it still was sized so that the screen was bigger than my 1440X900.
Thanks that menu was supposed to be taken out of the game. I updated it to get rid of it completely. I ran it on a few computers in a different browsers and haven't came up with any sound problems. If anyone else has this problem let me know and I will look into it further.
Re: The Toaster deal - it seems to have a lot to do with mild lag when the level starts. Basically what you have to do is have maxed stats on all the offensive shit, AND keep him bounced back enough that you can use the specials on him 4 times. Otherwise you aren't gonna get him. The way the start lag works, it appears to be pretty damn random, it took me about 7 level resets to get it to work. But anyway, try resetting the level while making sure you're on the same horizontal plane as the toaster, so you can pop a special at it the very second the level starts. If it doesn't work, basically hit Esc, reset, repeat. I did get it to work eventually. Btw: the idea on the voice acting is nice, the lines are at least serviceable, but man you need a new reader. Dunno whether it's DIY or you got someone, but either way half the time it comes out like someone doing a bad Peter Griffin that occaisonally bursts into queen-dom. Sorry, seriously, but... it's not great "/
Cute, nice design, but it really doesn't go anywhere. Excellent proof of concept-type thing, but it needs levels/breaks, maybe upgrades or something, story, etc. If you can get that in there it'd be pretty cool. Minor side note, your aim/hit boxes seem REALLY unforgiving - gotta get seriously exact to hit them. I'd relax that, as it is it's a bit much. Still, this'd be cool with some work put in to fill in the blanks.
Graphically ok, but the gameplay comes off really slow and horribly underpowered feeling. Not much sense behind the using the spacebar mechanic either, just convert it to mouse aiming and firing maybe? Anyway, that and some balance work and you'd have an ok defender here.
Quite a nice first effort, some pretty solid mechanics which is often where first timers fall down. See a lot of pretty but pointless games over less shiny but actual mechanics effort stuff. That being said, I can't find much to disagree with in the above comments, a few other things. Traps seem pretty underpowered and pointless for their cost - bought a couple, they were very much "meh." Also atm things are a bit tooo easy, I just kept the starting gun till I had 10000 and bought the auto-shotgun for whatever slot 8 is. Obviously after that I had even less trouble heh. Might want to try for a static-firing game for your next one - drops out issues like positioning effecting difficulty heavily, etc. Beyond that, I'd suggest a bit of graphics help - maybe collaborate with an artist? Quite the common thing among Flash devs - many are good programmers or good artists, few are both.
Thanks for the comment! Difficulty and weapon/trap balance can be a tricky thing to get right since players differ in skill level but I have been thinking of a way to adjust the difficulty without effecting peoples save files. Edit: just posted an update that lets you change the difficulty! Still have to tweak the balance a little bit but now I don't have to worry about making the game too hard for new players wile still giving players with more experience a challenge.
Lemme try that again in english. Acessing ? rooms: Face the direction the map indicates the ? room is in, shoot the wall in that direction a few times, right in the wall's center. It's late, and apparently I only speak gibberish.
Yeah desperately needs a ton more content, this works as a proof of concept I 'spose. But as it's been pointed out, this is a pretty direct BoI retake, so... yeah people are gonna hold it up to some pretty major perceived standards. Btw, for those who are wondering you access ? rooms by shooting the wall in the middle of the previous room on whichever side the map indicates the ? room is.
Time trials with the pistols are least are pretty harsh. I had a hell of a time even coming close to the bronze, mostly thanks to the interesting accuracy values, or lack thereof. Really felt like a hell of a lot more of a luck based chore than anything.
thanks you, I will fix it soon