Weapon upgrade station would not work after 4th medieval level, could not click anything, screen was stuck on default melee weapon upgrades. Wouldn't even acknowledge clicking those weapons to try to purchase them. This is buggy as all raving hell - we doing alpha testing nowadays? Seriously guys...
Way out of hand on the difficulty factor for me - and with no progressive play that's never going to change. Got to maybe the 2nd pirate wave, with all the fast flying crap, the cluttered as hell background, and the slower than dirt cannon you tend to start with the upgrades just do not compensate. Good idea, execution doesn't quite work out.
4738: When you get all 3 stars on a world, you get an extra talent point to spend, just as if you'd gained another level. Doesn't seem to be much point otherwise that I can find, but that's a fairly large one right there.
As commented by others, but still needs reiterating: with the blue archer the final "Fatal Bond" challenge is flat out unpossible. Tried it I don't know how many times with maxed stats, firing only with 3 or more targets available, not even missing and you will still die before they run out of monsters. Poorly thought out challenge there, can't have been playtested. I mean I have perfect games with both the red and green archers, I know the game is hard and I know I don't suck ;p Seriously guys, don't do this crap - test the damn challenges with all the characters next time.
To add to the magnet grumbles, have to say that it's waaaay too easy to just plain old get stuck in a corner. As soon as the mouse moves out of the window at all I'm just stuck and it takes a while to get control back, much like the upgrade window often taking a few clicks to wake up and realize which ship I am picking. This is NOT helpful when you've got this many bullets flying around. Also, magnet or no magnet the coins are just plain hard to see and past the player so fast it's often pretty impossible to even register they are there in time to try to move to them. This is turn places a pretty unfair burden on the less maneuverable ships.
Heh, this is well beyond phoned in... stuff hiding in the scenery constantly, hitboxes that are too big, small, or just way the hell off, sprites that are exactly the same in every level, at best minor weapon variation with no reason to ever use the first one again - yet you always start with it on. Is there some obscure and extra-bad form of stencyl out there that was used to create this? Seriously bad.
A few issues here: having the pickups disappear so fast doesn't really work, you often can't get to them in time at all. Controls are a bit hinky, if you've got too many keys pressed one often won't register (i.e. I'm pressing fire and up, and want to add in left to dodge something and it just doesn't take it at all.) Progression is also a bit rocky - I know balance is a bastard to do but this is a bit too blocky - you got from "I can't fight this stuff at all" to "meh easy" once you upgrade the cannons, that needs to be a bit less binary and more a progression. Lastly, no real need here to make the spaceship and enemies so big is there? There's very little room to maneuver here and that doesn't add to the game. Maybe shrink everyone down some and have more enemies and room to play dodgeball, even more scenery?
Levels that don't end properly, non-functional weapons, unclear instructions... this is maybe a beta, and that's being generous. Fix it and come back and we'll talk. For now, this is not playable in anything other than the most basic sense.
Sorry, just can't get all that jazzed about choose your owns - my problem not the games. Looks good for something that is by genre not gonna engage me though, and I'm already pretty prejudiced with this type of thing, you know in case you hadn't noticed that ;p That being said, good to see you put your hand in, regardless of the nature of the thing.
Have to agree with Tasker here, the last level is pretty much recockulous. Too many laser guys that are almost undodgeable, too much random crap that WILL mess you up badly before the boss - I can't even get TOO the boss much less beat him. Game overall has major balance issues, also a lot of things like coins disappearing too fast, falling through the world, things shooting you through walls or after they are dead (yeah you laser guys.) This needs a lot of polish before it's what it should be.
A group of friends has decided to spend their holiday in Mexico. They are murdered and beheaded as yet another wave of cartel violence breaks out. The end.
Also would like to point out that using "The Last Stand" in conjunction with a game about few humans and lots of deadly creatures isn't wise - that name is very much associated already with a current popular series. It's rather like making a shooter and calling it Call of Duty.
Feels a bit sloggy after a while, even with the not too long overall game length. Perhaps if you do do a sequel, consider a longer overall game broken up into levels. Really cuts down on the "Oh ugh starting over on a really long haul" feeling. Also, the way this game is designed rate of fire is kinda insanely important to the point of overriding any other choices. In the future maybe you want to go with targets with varying hit points and speeds so as to make things like bullet size, damage, or whatnot more important?
Thanks Irasfel! That's all very true, and for the sequel I'm definitely going to have multiple shorter levels instead of just one. I found that Fire Rate was much more important than the others too, so I need to find as many ways as possible (like the ones you mentioned) to make the other upgrades more valuable in the future, because there will be more upgrades and more abilities. The sequel will begin right where this one ended.
Balance seems off at best, at level 9ish with the heavy machine gun, barrier, house, and stampede upgrades I'm pretty much getting my nuts stomped on - and you can't really have that much better upgrades than that just at that point. Perhaps more weapons or a less steep progression or something? When you get a new weapon everything is easy as hell for a couple levels, then back to a mess - it's extremely uneven. Something a little smoother and less jumping back and forth from cakewalk to nightmare would be good.
Gets pretty out of hand toward the end - even with the M134, the Anaconda, explosives, and good ammo drops to the point I never even had to use the Anaconda really I still found myself losing badly around level 18. Some balance work here maybe.
Oh. Very detailed review - thanks! A lot of good ideas for the next title.