So good I didn't ding you a star for audio 5/5. Please consider, as a default requirement for future games having independent music and game sound controls, preferrably with both volume sliders and mute toggles. No matter how good the music is, if you make a game good enough for people to play for hours on end, they'll probably want to listen to something else from time to time.
Crap... Kong didn't register my previous badges when I first loaded, so I played it all over again by accident. Oh well. Lots of issues... still sound with sound turned off (menu click sounds, that I recall). Starting a new campaign turns sound back on... if I turn it off, it should stay off. Menu button in playfield ends the battle without any confirmation... WTF? Battle continues when options menu is opened. Speed options badly needed. No warning that if you start a new campaign the old one is lost... as with the battle-to-menu thing, if you're going to loose some or all progress, a warning and confirmation are kind-of UX 101.
You can't get Filipino food in the "fine" dining establishment, and I rarely make breakfast menu hours... I hope panset and lumpia are on the room service menu. ;)
Even if you can't use the "High/Med/Low" vector quality, you should provide lower quality settings that can improve performance and reduce clutter... things like turning off box/wall fragment scattering, missile smoke trails, coin collection sparkles, coin/gem/fuel all together (especially when using the big magnet), etc.
Something else that would be useful (especially for Survival mode) is a better exit. Both current options end the stage without letting you spend your keys, so you loose out on the bonus coins, gems, fuel, or perks for the next round. I would much prefer a "Die Now" option that ends the stage as if you died, so that you get the key bonuses, with the only real change being that none of the lock boxes roll as revives. I would sometimes spend a lot of time trying to die in survival, because I'd be revived 2 and even 3 times trying to get the most out of my keys.
Otherwise, pretty solid and fun. Thanks.
Awesome game. Aside from a few issues, my only real comment is that you should have an alternate method to convey the "click" of the pins while lockpicking. I'm playing with the sound off, so I can easily turn it on, for that very quiet portion of the game, but I can imagine it would be frustrating for a deaf player to *almost* be able to do everything. Perhaps an option to give a faint flashbulb effect, or some other visual cue in place of the "click", for wider accessibility.
Great game, except sound controls. Pro: Split SFX and Music. Con: 1) Even with music opted "off", music often starts in the main menu, or at the end of a campaign or time attack. 2) Volume slider > simple on/off.
I agree, needs WASD control for independent movement/aiming... -1 because you should be able to mute SFX and music separately... preferably with volume sliders.
-1 Star for sound options. Muting sound effects and music should be done separately. Plenty of us want to hear the bleep bloops as we play for feedback, but either can't stand the music in a lot of games, or would rather listen to our own music, or other things in the background.
Plus this if you agree ALL games (except music games) should have BOTH mute sound effects, AND mute music separately, and preferably with volume sliders.
Re: Chapter 4. If you sit still, the spiders will wave in one at a time, letting you pick them off with ranged vehicles. Do this (for a long time) until their treasury is low enough they're not producing one every turn (they still produce, just not every turn)... at this point you should be able to manage making your way along the path with at least one of your ranged, to kill the tank... all their units dead, you win.
Great game, again, but here's a suggestion... if not in use for other controls, always allow the WASD keys as an alternative to the arrows. Repeat, ALWAYS. Especially so for mouse-intensive games. Perhaps the developer is a lefty... but for those who mouse with their right hand, WASD is far more comfortable (in this case for scrolling around the map) than are the arrows.
Given that money spent in a stage, and collected in a stage are used for achievements, there should be some way to view them... for instance in a tooltip when hovering over your current money balance.
A few issues: 1) Selecting a unit does not show range... a figure which does show on the upgrade tooltip. 2) Unit purchase tooltip should show stats... the tooltip window is already big enough for the extra text. 3) Upgrade tooltip contains wrong stats. For instance, tooltip to upgrade Culverin to Demi-Cannon shows "AtkSpd: 400", when in fact it only increases from 7 to 8. 4) All cannons have the same range, despite descriptors such as "Primitive", then "medium ranged" then "long ranged".