Protip: The characters each have their own ups and downs, so you may want to change up between levels. Matt, for example, is excellent in most non-boss levels since he can cover the screen with wide-spreading dagger shots, but he's not that great against bosses. Lance, on the other hand, can't shoot anywhere except for in front of him and charging up his main attack won't do anything, but his constant, powerful, rapid-fire weapon is excellent against most bosses.
Folks, just to point something out: There IS a benefit to the click-and-hold movement style. With auto-detect movements, if you put your mouse outside of the window, it'll lose all track of the mouse, but with click-and-hold, you can move your mouse outside, and then move it up-and-down, and it'll still register, so an accidental flick of the wrist won't mess up your game as much.
I'm a bit bothered by some parts of the control scheme... specifically that you automatically double jump if you just hold up rather than hitting it twice, and that it's q to read notes. It'd be much handier to just use down to read notes.
Kt, if you think this is a crazy hard impossible badge, then you clearly haven't tried to get some of the others. Honestly, this is a relatively easy impossible badge.
The lag isn't really what kills it for me, what kills it is now inconsistent it is. If I lagged half as bad as I do all the time, I'd be fine, but as it is, it's really annoying.
The transition to and from ball form just... doesn't feel right. I know it's a vague complaint, but with graphics so smooth, the game shouldn't have any places where it doesn't feel smooth. Transitioning to ball form causes an abrupt increase in speed, and out of it causes you to hit the brakes instantly. Might be worth a bit of tweaking. Otherwise, my biggest complaint is that the whole "click on the planet to select your cave" thing is a bit annoying, since it just chooses the difficulty randomly. It'd be better to just let us choose the size of the cave we want, unless you're planning on having levels set only at certain locations later on.
Honestly, what the HECK is the point of the in-game achievements? They seem like they were just tacked on at the last second. They don't give any sort of in-game reward, and all of the categories except for maybe one or two are just for repeatedly doing the the things you have to do already. Rule of thumb, developers: if it's harder to beat the game /without/ getting half the in-game achievements than it is to get them, your achievements system sucks.
I have to say, I'm pleasantly surprised by this game. I expected to see a bit of a grindfest, but ended up finding a game that does its upgrades right (especially to fit into the canabalt style of instant-action gameplay). The game is beatable on your first try, but it's unlikely that you'll make it that far without dying. As a result, you've made an extremely well done reverse difficulty curve. It starts out hard to get to the end (but by no means overly difficult to play) and becomes easier as you level up. Excellent use of levelling and upgrades, and a fun and well-polished game overall. Great job.
Can't wait for this to come out and outsell every Sonic game in years. Also can't wait for FPA World 3 to come out so FPA can finally reclaim its rightful place at the top of the Action category.
I would assume that the reason pressing d or a causes you to "disappear" is that they're the buttons for pencil attacks. Since this is just a sneak peak, he hasn't implemented the sprites for that into the game yet, so Fancy Pants Man goes invisible. If you jump, he'll reappear, and you'll get a short glimpse of the pencil.
Wow. So on Newgrounds this awesome game got sponsored, with medals, and got rave reviews... and here, it barely got noticed. =\ It's a fine game. I like it. Too bad it didn't catch on here.
It's nice, and very fun, but I do think that the first level doesn't teach you enough. Upgrading and repairing, for example, are both very vital but not even mentioned.
Some games feel like they might be a bit better with a speed up button, but this game /desperately/ needs one. It's a pretty fun game though, but I can't give it anything other than a 3/5
I love this game, it's absolutely brilliant. Well designed, well balanced, well executed. The gameplay is much better than most other launcher types because you actually have to pay attention to the game and interact with it mid-flight instead of clicking twice and waiting for the flight to end. All in all, I only have two complaints: The start of the game is a bit too slow paced. Maybe the first money upgrade should cost a bit less? Also, it's annoying when I lose a powerup that I used a rocketslam to get, just because I didn't know a door was coming up. It'd be nice if there was a bit of a warning period for doors.
It's not too bad, but the loss penalty is rather annoying. The game part of it is fairly fun, a classic puzzle that reminds me of one of Legend of Zelda's many puzzles. The only thing is that... well... it's just not doing a very good job representing the actual game. It's as though you only let the developer watch the trailer you made instead of letting them play the actual game. It's a 3/5 at best, I'm afraid.
At first, I was wondering what the "original twist" was, because I didn't really see any. Then I realized something: I'm actually paying attention to this game throughout the whole thing, because I have to. The fact that most powerups require you to click, as well as the rocket smash ability, provides some user-interaction to the mid-flight sequence that cures this game of the "click twice, and hope you get lucky for the fifteen minute flight sequence" play-style that has plagued this genre for quite some time. Props for that. Definitely deserves a 5/5.