Commander: "Alright men, now I know a lot of you are hankering for some good old fashioned war exercise, but this is a civilized world and we are civilized people! You will walk, leisurely, from one point to another. If you are separated from the rest of the group, by all means take your time to get back to us. And by all means, if you see an enemy slowly approach it - no matter how many of your fellows are approaching that same enemy. For king and country, men!"
This could be like a Canabalt-style rpg. You could add platforming into the mix too. "Click to jump!" "Click to slide!" "Click to dive!" "Click to double-jump!" I don't know. Things like that.
The "Spell Damage" feature should add to your healing spell's effectiveness as well. If your healing spell heals for 10%, and you have a +70% "spell damage" stat, your healing spell should heal for 17%. Simple, effective. The spell refresh stat affects the healing spell, there's no reason that it shouldn't be able to get more powerful with other magic too.
I'd like to see something like fresh apples that drop, affected by candy-drop rates but they don't add to your candy count. Instead, they grant you a small bit of health. That way, you don't have to have a fairy or knight in the party to stay relatively healthy through a difficult level. Like Survival 18, for instance.
Does the top hat double your points as well as your coin collection? Does the helmet increase your health regeneration as well as your total health? Do the shades have anything to do with the charge time of your laser? Does the troll face have anything to do with the charge time of your shield? If not (for any/all of these), why not?
Oh man. Now that you've fixed that walking backwards thing... Now it's not me fighting against the controls, it's me kicking ass as I ninja my way through this world. You've turned a 4 star game into a 5 star game.
Alright. I'll tell you the one thing I want to see happen here. You've got things that can be destroyed... And then you've got heroes. You should have hero destruction items. You know, things like the Eiffel Tower and the giant statue of Jesus in Rio de Janiero. Takes a lot of man(zombie)power to take them down, but when they do fall they drop a bunch of coins. It would be the icing on the cake.
Alright. Polygon. The unofficial Hexagon 2.
You start out as a point, yes. You start out with the section getting stuff thrown at it, the "target" as a point. You have to dodge things coming at you at an effectively circular stage. Easy Peasy. Line. You have a flip-flop kind of thing going, you have to select either one side or the other of the line to dodge. Triangle, you get the start of the Hexagon 1 style play. Only with three sides instead of six. As you last longer, you get more sides. Not just to Hexagon though. Heptagon. Octagon. Nonagon. Decagon. Your "level" changes the field, not just a useless little splash screen. Also, more and better music would be appreciated.
I really want to see varied terrain. Hills. Valleys. Drop-offs. Cliffs to avoid. This featureless plain + obstacles thing... It's not as good as it could be. Don't get me wrong, it's absolutely excellent. Yet, it could be better.
Level 27: The introduction of the zipline block. The dibble's head launches from the body in the direction they are facing. The intestines extend out as the head flies, becoming a tightrope for the rest to walk across. As much lateral movement as possible without any vertical movement, though it attaches to the first wall it sees. If there is an obstacle (like spikes) in its way, then the head will stick but the next dibble to go through will hit the spikes. The intestine cannot be built on.
The last set of upgrades shouldn't be linear with the rest of the upgrades. They should have a special bonus, or something that lets you know that you've got the best thing there is. The final sword hitting for a few extra points of damage? It's cool, but it could be better. That said, great job making the upgrades change your character aesthetically speaking.
What a genius way to keep people from sharing their code to gain more letters. You could post your code if you wanted to, but in order for it to be useful you'd have to also post your email address. The results of that would probably be disastrous, so people don't do it. Bravo, Gabob.
Okay, Assassin. How about... And stick with me because this seems radical... Ranged weapons. Perhaps you could throw that knife. I mean, you must be getting paid pretty handsomely, so maybe you can afford extra knives to go along with that insanely awesome cloaking suit you have.
I understand that you have enough morals to know that killing innocent bystanders is wrong. How about knocking them out? A nice knock to the back of the head, and they're out like a light. If it works for Batman, it can work for you.
As far as reward progression goes, this game gets it. I mean, I understand that you're playing a game based on tank combat, so you're going to be driving tanks. But you do well, you get a bigger tank. The simplicity of that, the elegance, boggles my mind. I want the rest of my life to work like that. Work at McDonalds? Here, have this little lightly armored car that maybe has a gun mounted on it. Promoted into middle management? Fine, you can have a tank now. CEO? Biggest goddamn tank ever. Not money, not influence. Just who has the biggest tank. A better world. A more peaceful world.
A potential sequel you say? Well, why not bust out the Chemistry.
Elemental Balance 2: A Periodic Challenge.
You'd still have the basic goal of setting wood on fire. However, you have things like Magnesium that coat surfaces. Once you ignite them, they burn through metal. The metal can't get to the water and rust at that point, and so you've failed that puzzle. Then, you add rust-proof metals like gold that you have to melt to take out of the field, which means that you've got to use the Magnesium to take out those pieces. Also, you could use bombs of varying strengths. That way, you not only have a greater sense of control as to how your puzzle pieces are flying around, but you can make larger puzzles.
Gunpowder bombs you use in the beginning, but then you may also have things like thermite that can burn holes straight down the field for a good distance before stopping. That way, you're not only propelling objects around the field but changing the field itself.
I would play that.
Wait... Character creation? Mini-games that unlock not upgrades for the store, but upgrades for your character's fashion? There is a huge dress-up game within this game! That means this game is focused on women... Which means Flipline wants girls to get into the kitchen!
Lots of creative ideas there, thanks!