Very nice game, wish there was a way to reduce quality though. Level 13 gets pretty insane (and as such laggy when storming the enemy base), but other than that very smooth game. Agree with others on the possibility of allowing the player to increase the actual play area (zoom in/out kind of feature). Would also like to see the Kong API added (as always).
Excellent work as always undefined. I love it. So much like 'Cute Knight' by Hanako Games. Wasted hours on that for all the endings as I am sure to do with this game.
Nice work Chi, best so far. Makes me feel good too that I have the same number of achievements as the creator, but still not all... Keep up the good work.
I'm not sure what you are using for collision detection (square assets?), but that is another thing to consider. You don't even have to hit a star without it registering as a death.
In agreement with many; the waves get harder, enemies quicker and you can do nothing about it. Add an upgrade system, however small, and it would improve the game 2x. Needs some additional work as well, but off to a good start with it. And as always +1 additional for adding the API. Not bad, but could be MUCH better. Keep at it and will be on the look out for the sequel.
Not a bad start. But as mentioned, needs some things; music, sound effects, better upgrade system and of course the Kong API for scores (big plus in my book for any game and not hard to implement ). But as others have stated this seems to be your first work, and for that reason alone , I am impressed (not another snake clone copied from a book). But take this advice to grow and learn. Hoping the next VoidSpace will incorporate many of the suggestions offered here. Also,users tend to prefer the stat at which they can upgrade (path choices) as apposed to picking up things on the stage. This has just been in my experience, so you may wish to consider it. Please keep at it and looking forward to the nest version.
OK. Needs a lot of work. Has potential, but at this stage of the game, not very entertaining at all. Reload time is long, one hit to die, etc. Make it fun, not a grueling struggle.
Not bad. Probably the only truly 3D snake game I have seen on this site (few isometric ones and all that), but it just isn't very entertaining. It is to slow; I'm not sure if it is the rendering method you are using or just the way you designed it. As always I will say I find it great to see more developers using 3D in Flash games, but you must be careful not to sacrifice a better presentation over a games fun factor. Well you obviously have some form of engine to work with now; put it to better use.
This game is not as hard as many of you believe, you just need to get used to the mechanics of it as with any other TD game. Though it was rather enjoyable, completed on all difficulties once I got the hang of things. But still there is much room for growth in the game. If anyone is having trouble and would like me to make a video or something, just leave me a whisper and I'll see about doing it.
Very cool game and concept. Very rare to see something fresh in the scene. Granted it is still in Beta, but definitely needs a continue/save feature, some form of scoring mechanism would be good as well other than just level. A little better instruction on how to place the traps and as I see the main theme is to have no control over the goblins, I see these little red gems, that they will come near and never reach (with a direct path to them); so maybe a little better AI. Overall, very good work.
Seems lie the detection is a little off; if you press directly before the arrow is aligned, you get a perfect, but if it is exactly aligned you loose your streak. San another user please verify this, or am I just stupid? Learned to adapt to how it registers, but that does not seem to coincide with the UI.
Still a big fan of your work. Please keep them coming. Would LOVE to see a Mushroom Revolution II in the future, but that's up to you all. In the meanwhile you are still pumping out very high quality games.
fortunacus.fanbase++;
Stay in the scene.