5/5 for game. 1/5 for complete loyalty to AG. It doesn't seem right for people to win money off the ads that we must see when they're handing us watered down games.
"holding your keyboard like a guitar really helps! trust me! believe in Chuck…"
You mean tip it upside down and use left for arrows and right for holds? That just gets trippy but it's lots of fun.
I just spent about 2 hours building a super-fortified tank of a bridge for level 8 on sandbox (yes, triangles galore) and it fails to stand. I really think it might be impossible.
"no different than the original… here’s a tip. If you make a sequel, you really have to start from scratch and even change the concept."
First off, that's just wrong.
Secondly, this is not necessarily a sequel but, "for you to not be bored while waiting for Ragdoll Cannon 2," the true sequel, which I'm guessing will have a very similar concept.
Stakeout, DTD has the replayability because you can build your own courses with the turrets, an aspect which most TDs lack. I appreciate both games for their uniqueness. 4.6/5
One of the best TD games out there in my opinion. I love how the game is suited for both beginners and advanced players depending on how you play the level. Nice graphics, awesome gameplay, very fun.
For the challenge, you can just play the same level 9 times, I just unwittingly played 3 different levels over and over getting my score up and the card popped.
The awesome result of drawing:
http://img444.imageshack.us/img444/8098/orbitalprogressionin2.png
And one from the game's early stages:
http://img522.imageshack.us/img522/7972/gravity4jt2.png
One grievance, once you get up to about 150, the asteroids just start blinking in random spots (or so it appears) and you can't accurately judge their trajectories, you just have to go to a blinking spot. 280 was just a single, blinking asteroid. So, I suggest limiting the asteroid's speed.
Things that this game needs: a proper menu with instructions/credits/whatever, a return to menu button (especially on the just draw mode).
Things that would be nice: a realistic representation of the satellite and the stationary circle, finite objectives, color.
I fail to see the point of the just draw mode as it is. Perhaps if there were an object to orbit (which can pump out some pretty cool designs) and a return to the old permanent trail (just for the draw mode) until you press the space bar.
That's it for now, hope to see it get better and better.
Just got a great idea for the game.
Working off of my earlier suggestion of absorbing bits of the asteroids that you destroy as you go... I think a nice set up for levels and what not is for you to have to avoid the object you are orbiting or when you crash into it, you will be destroyed. However, if you grow larger than that object, when you crash into it, you will destroy it, growing larger and advancing to the next level. Then you could have harder levels (several objects affecting you) and stuff.
@roosaflouse
If the edge doesn't kill you, there needs to be a new opponent/obstacle
I'm not exactly sure what you had in mind when you said "latch" on to other planets but I think it would be cool if your circle absorbed a bit of the asteroid (got bigger) after each one destroyed you destroy (thereby increasing gravitational pull on it).
I think it would also be neat to have some evidence of a collision other than a noise, maybe a spot of a asteroid dust that fades out after a few seconds? Something that says, "hey man, you just destroyed a big ball of ice and rock!"
More suggestions! Obstacles of some kind would be nice. If you're going for a realistic physics experience, you may want to mention that the ball that you're moving is ultra-condensed ademantite or something as there is seemingly no reason that it should be more attracted to the stationary circle than the asteroids themselves, nor should it be able to break them. My major issue with it is that there is very little sense of progression. After you get your score up in the 100s, you get that, "Why am I still playing this?" feeling. It seems to be coming along nicely though.
And (If it's even legal to post another comment) the red line doesn't seem to have a practical reason for existence. I think the game would look a bit cleaner without it.