Oh, but I think the words need balancing. It is much easier to type words if you know what they are - it moves to strange specialisations really quickly.
Also you need more variety (more word types within each level). Probably enough that you can play several times before you get a repetition.
Also, it would be nice to get some sort of bonus for clearing the screen quickly. Perhaps feed them in from the next level one at a time?
I think it is a bit much to claim that this idea is stolen. I mean, sure, similar things have been done before. But "Qwerty Warrior"? Try "Typing of the Dead", or any number of programs called things like "Typing Tutor"!
This is a good implementation of a fun idea.
I'd rate this game higher if A) there was a description of how things work, and B) The text was big enough to read.
I know it's been scaled down, but frankly the text size is taking the piss. Its illegible and yet important to your strategy.
Hey, this feels a little bit like my game, Maxwell. We've both created 'multiple pong' games, but yours is facing in and mine is facing out. :-)
Perhaps you could separate the x and y axis paddles? That would give players a bit more control.
Its a really nice concept and the art is beautiful. But it could do with a little more depth.
I think the problem with the controls is down to a conflict with what the player expects to happen. I notice that you can get a tighter turning circle if you push two buttons at once. However, if you are moving almost directly away from the direction you want, pushing two buttons means that they sometimes cancel each other out, so the dragon doesn't turn. (This depends on the exact geometry.)
I really like the sway the dragon has. Could you make it flip around so it isn't upside down if you are going left? I imagine it could do this very nicely with an extra twisting animation.
It looks and sounds good, but I also found it confusing. I couldn't tell what things were, or how to armour or blade the tail. I spent evo points on these and it made no obvious difference. Perhaps there is some power-up you need? This game *really* needs a key telling you what everything does.
Hey, its not impossible. Leave it alone for a bit and it'll probably do itself! ...Of course, it may not get a high score, but with practice you should be able to do better that random, right?
Nice implementation, although it could do with some sort of progression, ie increased difficulty. If there is, I got bored before I saw it...
Also, I occasionally lost balls into the margins, which would not then return to the main arena (they bounced off!).
This is a very good game, and I've rated it highly. However, if I have a complaint, it is that it is all a little bit too dim. There is text, for example, which I hardly noticed and had to strain to read.
This is quite possibly MrcredsAlex's best game*1*. Seen in a particular light it does actually raise interesting thoughts on the concept of gameplay, consumerism, and comments on modern society. It also has a good (if very brief) hook which if developed could make it a real game.
*1* This is known as 'damning with faint praise'.