This game is pretty, and has a lot of promise, but I agree with pixtiz that it's impossible to see where you're going, and success seems to be based more on luck than anything else. Maybe if the camera was further out from the building and the character was closer to the bottom of the screen, or if the view was changed to behind the character, so that obstacles would zoom in toward you...
This is definitely the best of your PrototypeRally games. You could make it even simpler, though, by having the left and right arrow keys shoot the rope out perpendicular to the hovercraft's path, rather than using the mouse. I hope you spice it up soon with sound effects and more varied gameplay.
I'm not really sure what I think of this game. It's very pretty, and the mechanics are intriguing, but I'm not really sure what I'm supposed to do, or how I'm supposed to do it. I guess that would be level design. So, great aesthetics and great mechanics, but the level design needs work.
Fun for a while, but gets boring pretty quick and seems kind of unfinished.
My only recommendation for how to turn this from a good gameplay demo into a great game would be to flesh out the Story mode; have every level take place on a different screen as the player gets closer to some sort of goal (a base? another ship? an alien building that might house a means of escape?). Honestly, the dialogue isn't even necessary; the game would have a better, more "lonely" feel if it wasn't there. I like the diversity of the aliens, but without some sort of progression it just doesn't feel as immersive as it could.
The engine is solid and the art style is great, but both Thing-Thing games could use a little more variety. After a few minutes the novelty of shooting stick figures in the face wore off and I just felt like I was mindlessly clicking the mouse button over and over… Fighting wave after wave of enemy soldiers IS a feasible game design, which you yourself have proven with QWERTY, but that sort of “one-shot-one-kill bad-ass” thrill is severely undermined in Thing-Thing by the fact that you have to shoot enemies in the face 4 times before they die AND have to deal with recoil, to the point that it just becomes frustrating.
It’s a great foundation, though, and I think with maybe a little more puzzle-y level design, some variety in enemy behavior, removing recoil, and ESPECIALLY one-shot kills for headshots to bring back that “bad-ass” feel, the next Thing-Thing could be the best game on the web.
Proof positive that the appeal of violent video games is stronger than the repulsiveness of educational video games. This sets a terrifying precedent, though; next stop is "Where in San Andreas is Carmen Sandiego" and "Reader Rabbit Rampage"! :)X
My unstoppable technique is to build walls all the way around the edge of the field, except for a tiny space on the other side of the river. Then the invaders will just group up on the other side of the river and you can mow them down with archers at your leisure. Just don't make walls ALL the way around the field, or else no more invaders can show up and you reach a stalemate.
Great graphics and cute concept, but the gameplay needs a little work. Specifically, I didn't feel that there was enough time to react to whether an instrument or a box came out of the back of the van (especially boxes, because their color is too similar to the color of the road). I would suggest having a member of Destrucktor appear at the back of the van and hold up the instrument or box for half a second before hurling it, giving the player time to see if it was something he wanted to avoid or collect. The gameplay could also use more variety, perhaps by adding another type of obstacle every level; for instance, the first band member would have to dodge boxes, the second would have to dodge boxes and potholes, the third would have to dodge boxes, potholes, and overhead traffic lights (which could only be hit if jumped into), etc.
Finally, since this is a game promoting an unsigned indie band, I think it's absolutely vital that the band's music play during the game.
Sorry for all the nitpicks, but I really think that this game has a lot of potential, and could easily be a five-star game with just a little more work.