Great game.... but please add a wave counter display to the Survival mode.
My PC froze up, and I watched myself die, afraid I hadn't yet reached 20 waves. Luckily though, I survived 25. :)
I killed the last boss in the second world, and did not get the badge for game completion. I do have the bestiary badge. Is there a bug, or does completing the game not count for "game completed".
I REALLY hope some of the scoring is on a curve other than strictly distance. For instance, if it's *only* distance, you can get a lower score clicking in the wrong part of Russia, for a city that is in Russia, than clicking Brazil, for a city in parts of Africa.
Somewhat frustrating... visually. I didn't exactly mark it down for the style... because I can appreciate skill in a style I dislike, but why did incomplete planets have to be SO washed out and low-contrast? If you're going to wash out the colors, raise the contrast, so we can clearly see what on Earth (or in this case, off Earth) is going on.
Also when moving quickly through space, it would be more helpful to have the boy at the "back" of the screen (as we could be moving in any direction) rather than the front, so we can have a little more look-ahead. It was a pain after a little speed was gained to grab anything ahead of him, because by the time you latched on, it was beside you, on a short leash... so it just jerked you down in speed.
Oh yeah... one more irritation... Why call it level "2-1" on the map page, but in the level, it's named "Level 5"? Consistency man. And yup... no save.
1) It's "earlier", not "earliar".
2) Fix the saving... the "lives" used recorded by a level should be best score, not last score. IE... I complete a round loosing 2 lives, and try again a few times for 0 or 1... if I stop after completing it in 3, it records as 3 (my last score), rather than 2 (my best score).
3) When are we going to get beyond this Captain Planet people are raping the world, and the best most moral thing you can do is just kill yourself plotline? Or perhaps at the very least recognize that Americans and Europeans have done more to clean up the messes made in or industrial adolescence than any other culture in history. So perhaps in future "mankind is evil" plots fashioning your villains as Chinese would be somewhat more realistic.
Of course... you're not writing this crap in the sand with your finger, while wearing a fig leaf... so perhaps you can throw yourself in as a cameo. :)
If the boss glitch you fixed had anything to do with falling through the floor during the boss fight, then you didn't. A generous two stars, as this genre isn't my cup of tea anyhow.
3/5, one point for each of these two big reasons...
Fix the AI. Veradux tends to do ok putting a heal on you when you need it, but doesn't seem to pay any attention to focus. Also... if there are multiple enemies, one of them is shielded, and the NPC is going to use a bland attack... HIT ONE THAT YOU CAN DAMAGE!!! Very frustrating in the illusion training grind.
Second is just that... some variety in the end zone training would be nice. Even if it's just a choice of 3 or so fights.
Finally, but less important, it'd be nice if lower-level NPC's would get an XP bonus, so that eventually they equalize with Sonny... especially nice if you gain a few levels, and decide to swap to an un-leveled character.
2/5 I too turned off the sound, but that's not really figured. I'd rather have controls that work well, than controls that are cute. In the levels themseves it wasn't too bad, except when I often accidentally opened the pause menu... but I'd have much rather been able to just click next, rather than wait on it, and have it reset if my ultra-sensitive mouse moved a pixel. Honestly good concept, but annoying implementation. When you finish a great game you say, "damn, I wish there was more"... with this one I said, "Thank god... finally."
Oh, and another idea for manual control, with a bot selected, arrow keys for movement... pressing an arrow the first time would take full manual control (so if you're not holding an arrow, it is at full-stop, rather than hyper "gotta always move" mode), mouse-click a command releases it.
Pretty game, nice concept, but I've got to give it a 2 for being so frustrating. What's needed: 1) A Give-up button, so that once you have effectively lost the fight, you don't have to waste time waiting for the opponent to kill what's left. 2) Better AI... mostly let them STOP... it's frustrating to watch a bot move away, then outside range, then make a big circle, when they can stop at optimum, and get shots in for a while. 3) Better manual control. Perhaps number the bots based on starting position, then use those numbers to select a bot, and with a bot selected, you just have to click in the arena to issue the move command. IE challenge 4 would be something like this, "1, click, 2, click, 1, click, 2, click, etc". Even better if a double-click makes them stop at their destination. 4) Would be nice if they'd run backwards, like nearly every present-day battle bot around. The way they can spin in place shows their tracks/wheels are capable of it.
To the comments on spelling:
Honestly, if you are publishing something, be it a game, website, etc. more involved that a simple forum post, you should check your spelling. Some people won't care, likely because they know it's misspelled. Presentation matters, and correct spelling and grammar is a part of that. To the person commenting about how hard it was to publish something in a different language... that is why I made the suggestion to have someone else, a native speaker, proofread. Beta testers for the text, just as you would have beta testers for the mechanics. Although, I'm only assuming it was written by a non-native speaker, the authors don't list a location in their profile.
It's a bit slow paced. The queen worm, especially. Other than that, not too bad... making 3/5.
You really should have had a native English speaker proofread and spell check everything before publishing. That and the obligatory global warming remark dropped it to 2/5. Sorry.