Missed by 52, missed by 16, missed by 1.. woah.. frustrating >> And after lvl 4 you gotta eat the same amount over and over again? hmm..
music ok, sound ok, graphics.. a little bit irrating^^' odd mouth.. The "eaten"-value could be a little bit more central, didn't see it till level 5-6 or so :D And 69201 what - points? apples? ;) Maybe px behind it to make clear what is meant.
Maybe some more diversity and making the first few levels a bit easier, cause it took me like a million of tries to get past lvl 1.. and then it was no problem anymore.
3/5 though it's rather simple - but nice idea^^
The gun is too weak imo.. even before upgrade 4 it's kinda hard not to get hit, and as soon as you got 4, the firerate of the gun is so incredible slow that your total damage output seems to fall to a level before you had the upgrade, especially because the missiles keep missing. Also the upgrades/res should be easier to pick up (bigger "pick up" area around cursor).
I like the basic idea though, 3/5
things to improve:
-round values (score, cash, energy)
-refill energy after level
-shots drawn, but in reality it's only one with a huge hitbox, which can result in a sort of splash damage?
-Add engine upgrade together with the others in one menu and some tool tips at them
-a-plasma's sound doesn't get loaded
-virus cannon.. erm.. isnt it supposed to "infect"? There is no damage-over-time-effect. Also it has practically no cooldown time - combined with the high energy drain and low damage an extreme energy eater.
-more powerups (timestopping, energy refill, .. stuff like this?)
-sector v8212: Map says lvl 16, screen says 12
-O9921 annoyed me that much that I quit playing.. I mean.. suggested level 18, ok.. but what weapon do you suggest? a-plasma simply wasn't strong enough with lvl 19, the rest is extremly expensive
-energy rate and weapon power through level ups.. mmh.. I really started to dislike the game when I started to need replaying sectors for ages go gain exp.
3/5
Hm, fancy graphics, but horrible music. Also the invulnerability makes the rockets a little bit pointless. Well, everything else was mentioned already as well^^'
hm, didn't notice any bug except that the mute button doesn't unmute again.
3/5 (ignoring the music) - I think the game has potential, could be well improved (sound effects, music, maybe longer story line, more upgrades, maybe an improvement of the flightcontrol, jumping, ..)
Great idea. The graphics might be improved (e.g. too much flashing even though it shouldn't) as well as the music - it tends to get interrupted when a soundeffect is played. I also would have liked alternative controls for changing the lane (e.g. 1-3), because I kept messing up the keys^^'
3/5 + 1 for the idea
krekoski:
1) Nope.. Go comes from China (-> Wikipedia), but Gobang comes from Japan
2) Maybe because it is NOT go, but gobang - it's another game on the same board and with the same stones
4) Did you notice that there is a skill setting for the AI? :P Guess you played against the dumb easy ai
On good settings the ai is quite good, indeed, reminds me of the normal AI on http://www.kongregate.com/games/pin7/renju
Hm, it's fun to play, though it becomes kinda monotonous somehow - always the same puzzle.. What about some sort of challenge mode in which they puzzle changes from level to level? And I can imagine that the fancy pants puzzle is rather.. evil.
And btw - fix the buuuuuuuuuuuux:
-tiles don't get deleted and the music doesn't stop when you leave a puzzle, so everything gets doubled
-I "crashed" out after level 3 - "game over" even though I just finished the level and had plenty time left.. maybe I pressed the "Next level"-button to early? o_O
-The Mute button removes doubled music.. but doesn't bring it back
-In level 5 somehow 1 piece was missing - I clicked around on the pic and *whooop* suddenly it was back again.
I felt like having tons of time.. at least on the staff picture, so no complain about this from my side^^
hmm.. it's really unbalanced. I mean - there is no point in upgrading. Upgrading reduces the cost/benefit-rate badly.. It's +50% more dmg (calculated from the lvl 1 dmg!!!) and +100% hp - so after 1 upgrade it's cheaper to build another tower. Who cares about HP? Get some firewalls in the front and you are save from hijackers. Upgrade the software which the viruses aim at (it's always the same) and it's save from instantdeath and can be repaired.
I also killed all bosses except one - the virus. How? Well, the AI is stupid, it only recalculates its path when finding an obstacle on the old path, which mean you can send them back and forth.
Looks nice and it's fun - except the frustrating "oh.. you fell down again.. looks like you gotta start again"-moments that really started to annoy me.
The Choice of music, hm.. I really like it for the first level. Concerning the tutorial level, after about 30 seconds I thought what Millie thought: "I don't like the sound of this music". It's better again in level 2 - though both loops make me cry and dont seem to be muteable.
Nice idea, nice graphics. I'd like to see a schedule or table as well, maybe for the next 3-5 trains with a time in seconds, from (direction + tracknumber), to and worth. Or the "warning train"-symbol as a non flashing version with the time till arrival. And maybe also level codes.
4/5 (when ignoring the schedule problem :))
Hm, it's quite a nice game - played it completely on newgrounds some time ago. I think it's worth improving it further, especially the AI (in the version I played long ago it was rather weak -> multiplayer? :D). I also saw that you added a building queue now and some info messages, nice :) Keep improving
4/5
Nice idea, but these bugs, aaaaaargh >> Rescuing the first ball after it falls out of the field is rather hard, having to do this with two balls feels impossible.
hm.. not very original, no music, no sound and rather short. The Ball is kinda ugly. You could have extended the gravity element by changing the direction, or making it change from time to time. And maybe some obstacles to avoid - to make it more interessing.
Possible Bug: The velocity at the begining of the level isn't set to 0, thus the (high) ballspeed and direction from the former level may cause you crash into a wall before being able to do anything against it.