Got through the "take a ride" part by pressing T, and then, when the timing was right, I started alternating between I and K with my right hand while simultaneously masking AERD. It wasn't particularly satisfying.
This game felt really cool untill it started laging. I might try this again after restarting my computer, but I probably won't be able to play this game. =(
For people having issues with the start of C-9: Det some momentum straight upward and use it above the place where you want to fall down. This will remove all of your horizontal momentum, which makes you fall straight isntead of diagonally. It's still pretty difficult, but it's way easier than just jumping.
Umm. I think I broke the game. I noticed that you could exit the screen to interupt the movement of the blocks you push, then I used that to climb up places that I'm not sure you're suposed to reach. I met a guy who said "I haven't had a visitor ina long time" or something like that and then I went right and got stuck on the inside of a wall. What do I do now?
Sorry, but this game is terrible. I can't respect a game where you can beat even the last world by just holding down the fire key and presseing space once when you get to the boss. If I had a piece of tape I could use it to hold down left click and I could go afk.
Seriously. I'm not making this up. I had 5 in attack, 3 in fire speed and 5 in spread, and I could just mow through everything without moving and pressing space once with the cat ship kills the last boss.
For those with issues beating th game: Mines are very good. Fill one lane with mines so you can ignore it. Granaders become incredibly powerfull when fully upgraded and are really good if you put them far to the left. From left to right your 3 first rows should be flame thrower on a tower, another flame thrower and then a granade throwing guy. This will defeat any normal enmies and allows you to go afk. Bosses will requier some extra fire power. Spam regular gunners.
The main role of this "interactive" fiction is an emotionally needy psycho who acts entirely on impulse which is something I really can't relate to. I feel no sympathy for him when he makes this "mistake" because I feel no connection or emotional investment and I can't mourn his death because, for all I know, he had nothing to lose. The conversations were dull, the pacing was too slow for me and the instructions were unclear. With its linear story this could barely be called "interactive" and stating that the game tackles the topic of free will is absolutely ludicrous. The fact that X does not exist in this game does not prove that X does not exist at all. If you really want to talk about free will you need show us what "free will" really means. I'm not going to say that everything about the game was wrong, but I will rate it 1/5.
There seems to be some unintended implications of this gmaes programing. It doesn't really detact anything from the game, but in case you want to know, here's what I've gatherd. Everytime you toutch a platform you regain your ability to jump. This lets you jump in the air by hitting your head on a platform. Also, you don't lose your ability to jump if you walk of a platform so you can use that to jump in the air aswell. This is barely noticable if you're falling since the up speed is aplied as a modefication of your current speed, but that programing also permits super jumps by jumping up to the edge of a platform and then jumping again as soon as you have "landed". I'm not exactly a programing master, but if you want help fixing any of that you could send me a message. Btw, the story, although short, is awesome!
I really love the game for its theme, music, graphical style ect. but the gameplay had so many flaws.
Walls are incredibly sticky, you can't do anything less than a full jump, the abundance of potions made the defensive stat useless, you can waste levels by increasing a stat you have already maxed, areas are filled with levers and doors which only serve to slow down the game. And the spikes which go up and down walls are just so boring. It's not difficult to get past them, but have to wait forever to get an opening. Moving platforms have a similar problem.
I that for some games the clunky controles set a feel to the game, but here they feel out of place and anoying.
The hovering upgrade on the other hand was awesome. You can use it on the way up to cut the jump short and by mashing up you can float further than you do if you just hold the key, which can be used to bridge longer gaps and climb up walls. While the sequence braking was pretty fun, I doubt these things were intended.
Can't getthe hard badge because whenever I get close to reaching the next level the screen stops updating for about half a second, and then I've crashed. I guess it's my computer or something.
I like the graphics, music, and theme but the gameplay is pretty much rubbish. The forward kick is way too strong. It's area is huge and it reaches the enemies before they can reach you. It has a fast start and it's really safe even if you wold miss. When I realsied this I tired to play the games with my eyes closed and I was still able to beat everything but the final boss. Against him I was just spamming forward kick untill I could use my grab.
Wow. Can't hep but feel I'm the reason they tried to nuke the city. If not for me ther'd have so much more resources to stop the zombies, and even the mutated Zombies die from one bullet.
I've identified a few more causes of lag and will be pushing an updated pretty soon!