Folks, I can understand if you complain about offline games that took about a month to make having deluxe/premium content. I can understand when you complain about cruddy barely-online games that took about a week to make having tons of expensive premium content (*cough-dream-world-cough*). However, games like these require the devs to pay for premium servers just for the game to be online. That means a large portion of their ad-revenue is already going towards the servers. When you get to this level of server-stress and game quality, complaining about a 2 dollar deluxe package is showing that /you're/ the cheap, selfish, penny-pinching one. If you don't want it, you don't think it's worth it, or you don't think the dev really deserves it, then don't buy it, but don't whine about it being there so that the developer who worked his heart out on this game can afford to both eat and work some more on this awesome game.
Rayan... lol, if only you knew what the full game had in store for you, it's far from easy. Anyways... it's disgusting how many people downrated this just because it costs money. This game is one of the most awesome games I've played in ages, and as of now, it only costs five dollars. If you refuse to play this or you downrate this demo just because it costs money, I've got news for you: The dev isn't the one being a penny-pinching cheapskate, you are.
Ffs folks, they're called /powerups/, not /upgrades/, so quit whining that they're not permanent. You get the /permanent/ upgrades by getting the achievements.
I just had the greatest bit of fridge brilliance ever... Shadowspaz's summation of the idea behind it makes a good point, and I think he's got it right, but he didn't quite tie it into the game and story mechanics. The fact that you can hear all of your past and future selves is much like how you can look back and see how foolish you may have been some time ago, or look ahead and think "I will never be like that." However, the real brilliance was how it tied into the game. Shifting dimensions is a lot like changing your perspective/viewpoint/opinion. It opens up a new way of looking at the world, and opens up new paths. Using both of these together, you are able to get to the end, and merge your opinions together, ejecting yourself from the box.
So I threw it backwards... it froze the internet for a bit, but my internet did a barrel roll and got out of it, and then the plane started flying forwards. I have no idea how that worked.
I loved the idea of the doomsday infector... but it's just way too glitchy. Occasionally, when fired, the game will freeze up, and enemies will continue shooting, but your guns won't recharge and bullets won't move until the infected enemy pops from the virus. Also, sometimes when an infected enemy pops, it won't spawn any viruses. Lastly, if there's already an infected enemy, you can still fire, but when you fire the virus will instantly explode. That's understandable, but you shouldn't have to wait for the weapon to recharge again if your bullet does nothing.
A bit of... well it's not a glitch so much as something that needs to be changed, I guess... but anyways... when sir edge-hugger the final-bossly is hit with an infector virus, the entire field starts spawning red infected bubbles, and the game starts to lag a LOT.
Before I criticize this, let me say that Bubble Tanks is still an awesome series and I had a lot of fun playing this, however, I always seek to provide a bit of constructive criticism, and so here I go... the thing that struck me as most bothersome was the fact that ricochet bullets are the same color as enemy bullets: the size difference isn't really enough to differentiate between them and the enemy fire quickly. There should really be something to keep people from getting brought into a new bubble when they don't really want to, or at least the option to go back whilst in between the bubbles. Also, the game's camera size is still fairly annoying. I'm not fond of searching the bubbles for the last enemy. Like I said before though, this is still an awesome and fun game. I'm still gonna give it a 5/5.
I absolutely love it. It's the first game I've seen in ages to properly use an upgrades system. So many games these days just use upgrades as a way to force a difficulty curve onto the player, and they just effectively put a brick wall in their path until they've grinded the exp. You've made a game that takes skill rather than just grind, and feels difficult and fast-paced the whole way through. Excellent job, 5/5
The game is pretty interesting, but I think there are a lot of things that don't work. The music and the story don't seem to fit the gameplay at all. Half the point of zombie games is that you're fighting a /horde/ all at once, not single zombies one at a time in long drawn out battles. You could easily replace them with... oh let's say wrestling opponents, and it'd make only more sense. The upgrades being unlocked only after specific levels makes it seem like you were either too lazy to do the balancing or too split about how much freedom the player should be given, and several of the upgrades just seem downright pointless. In general, most of this stuff seems to be just generic gimmicks that don't fit very well (upgrades, achievements, zombies). I'd have to say 3/5, it's nothing special, but it still kept me entertained.
The Tarot Card Card... Am I the only one thinking "Yo dawg, I heard you like card games, so we put a card in your card game so you can play card games while you play card games!"
Dayumn, this is AWESOME. The difficulty curve and challenge are brilliant, they provide the player with a great challenge without driving him to insanity. The gameplay is fairly creative, but still very basic and generic, providing familiar controls with a new twist. The storyline is told quite well, and you get a sense of fear just from the elements around you in the game. Definitely a great job.
This is a rare example where being generic is a good thing, because it's done the right way. It doesn't use gimmicks like upgrades or in-game-achievements, it's just pure, distilled, flat-out fun, with the only condiment being awesome-sauce. It's an old arcade-style side-scrolling shoot-em-up platformer game that's modern, and that's it. It's generic in that it's a pure revival of a classic game genre done well, rather than generic in that it's the same thing as the last game to become really popular without requiring much work, just with some more gimmicks added.
TL;DR: It's generic, but in an awesome way instead of a bad way.
You know, amidst the seemingly always constant world of RPG games, I have to thank you from the start for not making me worry about keeping my two characters at approximately the same levels. Seriously, thank you.