Hmmm.. The gameplay doesn't feel fluent enough - ingame it's too bumby (too little fps?) and the ending a level feel like a HUGE break, e.g. due to the music stopping. I think there could be at least three improvements concerning this: Make the level ending sign disappear over 3 seconds (fading?) instead of clicking, make the player stay in the levelset he selected instead of having reselect it and put the skillselection stuff into an own menupoint next to the level selection. Maybe having the music in the menu as well would help as well, since sound-nosound-sound amplifies this break
3/5 though, -1 due to this problem
Hm, it's quite a nice game, but really needs improvement. The controls feel kinda horrible at the moment - I don't like absolute movement unless the chassis and the weapon are seperated. So I'd propose relative movement or something similar as alternative controlmode (-> options?). Also the AI might need some rebalancing, it doesn't really feel dangerous at the moment.
3/5, but will definitely be more after improvements
hm, nice puzzle. Guess it took me half an hour to solve. In fact I was even surprised that I didn't stop playing it, since I'm not a big puzzle fan :D
It takes some trial and error researching to get a table of what is doing what and an idea of the order in which the items have to be placed. There also seems to be only one solution.
4/5 + 1 for making me playing it longer than I expected^^
the counting is buggy, true..
to get the card: impossible, road to hell .. 2-3 rounds and you get it.. and the first badge, of course.
to get demon slayer: play impo road to hell till lvl 50 (10 lvls), build up a nice base.. and hide at lvl 50 because you might get raped by the ~150 daemons otherwise
lvl 25 expert: it's 5 lvls.. start expert and road to hell :D kinda easy
1000000 mio expert: close combat and try to stay alive - you don't even have to finish the whole lvl to get 1 mio, just kill as much as possible.. might take 4-5 tries (1-2 mins each)
Nice graphics, nice traps (though I wished there were more different in the maze), but rather short.
Saving? No need to.. I mean.. you can complete the game in 2-3 minutes? Why saving..
Unfair? Start thinking.. all traps can be predicted.
A animation-skip-function would be nice though.
4/5 for watching him die :D
hm, nice idea, well made - quite fun and clicking madness in lvl 15+ .. and I started to wish that every level was the last due to all the clicking :D
One question though - why glue? Oil seems to be much more effective.. it knocks out a hen twice instead of making it just a little bit slower - for the same price.
And repairing the fence,..hm.. I wished I had time to do so :D
5/5
-"Now the gravity is more heavy" - it would be heavier, not "more heavy" - but the gravity is a force, so I think "stronger" is correct
-time doesn't stop after finishing the game and "Main Menu" button there doesn't work
hmm.. can't remember having seen this concept yet and it's a good game (though sometimes evilish) - so 5/5
I've only four concerns:
-in lvl 8 the powerups seem to spawn in the middle block
-the entrances might have been marked clearer after lvl 2, though you can still guess where they are
-continue doesn't work - you lose points but don't revie
-add highscore api^^
And concerning strategy: Rate upgrades, Mines, Towers, maybe a worst-case-nuke. And then? Well,.. upgrade health, or increase snowball size.. unless you had a really bad round and lost lots of health (=money), the game is challenging but possible. Also: Numpad is your friend :P
nice game, good music - the only point is... what do you need a weapon upgrade for? :D for bad aiming? Also I agree about the top/bottom problem.. but hey, what do you have mines for^^
4/5
Hmm, yet another TD somehow. Nothing's really special, except maybe the upgrade centres.. but even them.. mmh..
a few notes:
-*ingame* tut would be nice
-music mute button doesn't work
-negative lives? I died when I hit the mute button again, with -50 lives
-a way to cancel building
-a way to build multiple towers at once
-upgrading better than building? Looking at the stats and the upgrade costs make me really unsure about this, it's too linear for this I think
3/5 - solid game, but nothing really special
The graphics are great, ingame as well in the intro. Now I find it kinda sad to say that the gameplay really quickly bored me.. to be honest after the 2nd level. It's just too slow. I think gameplay is more important than graphics, but it's still hard to evaluate..
-Translations..mh.. ok, since I'm german I started with the german version of the game (just because I wanted to see how well the translation is made) and was kinda disappointed.. and if this isn't well, what do the other's look like? Nah, I think translations - unless well made - are unless, especially in this game (you explain most things with pictures and the gameplay isn't complex).
-the animations could be more fluent
-pause on task swap, nice
-the intro could be improved.. it's well drawn, but still somehow unsatisfactory concerning it's task to transmit some sort of story or set an atmossphere
-as you draw well - what about some short animations after the level?
3/5
hilarious music^^ Well, the game itself.. it's.. hum.. I can't kill the enemies, I fell of the screen (left side of the start position), well, it's not really a game yet^^'
2/5 for the music and because it cheered me up after some really crappy games^^ No, let's make 5/5 of it because it's so absolutely.. well.. let's share the fun with others XD
3/3
You should also think about the performance, I think - there are LOTS of random spawns, causing huge armies within short time - and there is no quality button. This made the game start to lag on my computer (ok, it's a little old but not THAT old - I mean e.g. MAD doesn't lag even though there are more units, better graphics and such) - thus there seem to be the possibility improve the performance
4/5 for being a solid (but improvable) game and the nice idea
2/3
Concerning "more colors" - what about alternative game play modes?
E.g. instead of 2 bases 4 (top-down perspektive?) and thus 4 colors - and no instant gameover if you lose one of the bases (instead it's lost for the rest of the game and the killer gets additional worms, either on the grid or a 1.5 multiplicator or something like this). Apropos multiplicator - what about powerups in general? (freezing the armies, invicibility for a base.. or even possibly bad things like "Smite one army", "Multiplicators for a certain army" etc - maybe activatable in an options menu if ppl prefer the classic version).
Or a gameplay mode in which there is already a fight and you gotta balance it to avoid destruction.
*cuts*
1/3
well, this idea feels absolutely new to me - and I like it. The atmospheric sounds and music seem ok too (nice that you added e.g. lightning sounds), though ingame music started to bore me after a while. The menu music could be better looped (seems to be a little bit too long for a fluent loop).
The title screen looked kinda unattactive to me - you might add a seperate one.
After lvl 7 I started to want something new - but till lvl 9 (died) there wasn't anything expect rising difficulty. Some new creatures would have been nice.
*cuts*
mh.. I think the game is quite ok - nothing really special or new. Compared to binary star it's nice to the player, because you'll only lose time and don't have to start all over again. I think the musicloop could be a little bit more fluently (cut away 1-2 seconds from the end). The music choice itself..mh.. it's ok I think, could be better (and maybe longer).
Concerning the coll detection, well, only the upper left corner is detected.mh.. well, someone suggested it anyway.
Two small mistakes:
-"now the stick is more larger": remove "more"
-Level "Don't be smashed": Seems only to be possible due to the flawed coll detection
3/5