There appears to be some sort of bug where the AI loads the king into a ship, but he doesn't disappear from the map and then can unload the new king and get multiples.
Somewhat nice execution. The interface should be more streamlined, particularly the displays. The ammo and health parts should be bigger so that you can glance at them while dodging enemy fire. Sometimes the AIs that stop and shoot get stuck outside the game, and it's pretty tough to hit them. A lot of the text in the shop is rather small and should be maade larger to take up that extra space (unless you're saving that for something else). All of the shots fired in the game (except the missiles) are really difficult tosee, so you might want to consider adding a glow or making them bigger too. Also, just to silence all of those trollers that will inevitably flame you, you may want to put a disclaimer "This game is still in the alpha stage" text on the main menu. Hope this helped!
"The orange square should not be confronted with the walls," "This is no fake. Now little maze is coming," Please get a translator. And, also, this is *extremely* difficult for laptop users, especially after level 11. Anyway, nice idea, seems like the game Operation but with moving parts. Not unoriginal, but just fresh enough to be enjoyable.
Nice concept, I've seen it before, but not with as nice execution. Just a couple things though: The same similar level design gets old rather quickly. And also, the music is annoying, and a mute button would be useful. Also, try having more types of blocks: one-way gates, teleporters, and other types of things. Also... it really isn't par when you get 32 under... umm... lol.
Well, thank you for stating that this is a beta in the title. But, honestly, this seems to not even be an alpha yet. Also, I don't think that you really understand the concept of a 'hit box,' but other than that, it would be nice it the game was in a more completed state when you uploaded it. Also, I don't really see why you're surprised when people are mad...
This is more like an alpha than any sort of real game. And, yes, lvl 9 is broken. Some suggestions: Add a tutorial. Start with symmetrical patterns and then go deeper into the learning curve. Make special tiles, some ideas - one-way blocks, left/right or up/down only blocks, timed blocks, lock and key blocks, walls, jump blocks, teleport blocks, please put some more creativity into this. Then upload it again once you've worked on it a bunch.
I don't really see how this made it onto the front page. It's an interesting game. It really is.The adventure levels are well done, the difficulty curve in neither steep nor boring, and the control are quite simple. But for all that, the designer makes two absolutely fatal flaws that kill with deadly efficiency: 1. The loading. Run loads its "panels" about 30 at a time. Normally, this would not be bad at all, EXCEPT that the designer inserted no sort of 'pause' line into the script. This translates into a second-an-a-half visual pause but no pause in gametime. 2. I have a fairly high-end computer, and when I changed the visual options from lowest to highest there was an obvious increase in the aforementioned lag. The visual options should NEVER affect gameplay.
Pretty nice game. I love that you've adapted your own fantasy world and made it for others to share. The concept art brings a personal touch to the game. It isn't that difficult (if you know RPGs well) on the first two difficulties, but hard is pretty difficult and I didn't even try thee last one. One thing that I would recommend, though: make a slower learning curve as far as character abilities go. Perhaps start with only two or three and then add on every couple waves until you have them all and the party leaves the starting area.
like the whole dual cannon concept. It was just sometimes confusing which cannon I had selected and which color it shoots. Instead of the little arrows, try highlighting the current cannon with the color it shoots. Even though they have a glow, I didn't spot it until about the 4 minute mark. Other game modes perhaps: you vs an AI and you've got two ammo types: one that gets you scores and another that destroys you opponent's bubbles. You might also try having various upgrades: faster reload time, faster projectile speed, negative bubble killer, color switcher, increase/decrease projectile size, have a targeting mechanism, perhaps like a 'laser' sight. Hope these suggestions help.
I would be positive, but all of the music that you used and almost all of the sound is COPYRIGHTED. So, in general, you're committing an illegal act by posting this up here.
Interesting idea, not entirely original, but still is fresh with the setting. Could use better implementation, the AI is easy to manipulate, especially when you get all of the other bugs together, and lack of a tutorial was at first confusing but the game is simple enough to understand that I did just fine without a tutorial. One thing that would be extremely useful though: the ability to stop moving. Quite frequently I found myself getting caught because I assumed that I would stop moving if I released the button.
Kudos for trying to imitate Risk. Kudos for trying to make it better. Kudos for trying even more. Kudos for saying that you tried. And even more kudos for telling us that. Everything besides everything that actually matters, besides that which I have just told you about, sucks. This game gives no explanations of its 'complicated' mechanics, no indication as to what the opponents are actually doing the whole time besides uninformative menu screens, no way to tell what factors make up the game... come on. At least make it past the beta stage. Please.
No.I'm sorry, just no. Balancing is one of the most important features in a game. If you can't find testers to balance it for you, it means three of four things: It isn't even a game because it's still in the beta stage, meaning you shouldn't be posting it on a game site like Kongregate; and lastly: Either find some time to test it yourself from your buys, oh-so-extracting schedule of posting terrible games on Kongregate, or post it somewhere where people might actually care. Like 4chan or something. ... ... ... ... LOL
Wow!!! Absolutely amazing! I didn't even know you could do that in flash! Want to know why? Cuz it's been done so many times already it should be copyrighted!!! Come on! I'm not even going to waste my time ranting. This doesn't deserve it.
Hmm. Very graphically shiny TD, although the towers themselves could do with a little anti-aliasing, but that may be a bit difficult to accomplish. The towers themselves are very simplistic, and it is *EXTREMELY* nice that both the range and the attack speed is included in the description. The addition of healing enemies is a rather good idea, although it has been implemented before. Even though I beat it (fairly) easily in all of the difficulty modes, it seemed rather short. Although the enemy types did get a tad bland, it spiced things up to have enemies of varying difficulty spread unevenly throughout the waves. A couple of suggestions though: make an indicator which shows how many enemies have not spawned yet in the current wave and where the healing waves are.
This game is by far more of an experiment than an actual game. So many things need to be fixed that it isn't even funny. Plus, considering how almost all laptops these days are missing a keypad... You may want to think of others before you post something like this.