I'm sorry it came across as rude. I really didn't like the game. I gave it another shot today and actually reached the end. If you are so concerned about me saying the game is horrible, you might want to take the phrase "This end sucks" out.
This game is truly horrible. It opens to a scene without an obvious avatar. When I did find my avatar, it looked like a black body and a brown head. Then I moved and it was just a black box.
The first thing I am asked to do is wall-jump-climb up a wall without the game telling me that wall-jumps are possible. Next I am faced with a blind drop onto a platform below the screen. Finally, I am presented with a skill jump maze to go through. The controls are not good enough to justify this maze.
Would not play again.
Game is merely OK as a tank driving game, and horrible as a 'crush the castle' game. No auto-center on the tank when you can only shoot when centered on the tank? No 'click anywhere' to go back to the tank? No structure collapse when part is destroyed? One star.
Interesting idea, needs a lot more polish. Why have a falling piece stop at the bottom of the screen rather than falling off the screen, for instance?
Also, the collision detection could use some work. http://imgur.com/APajaP2 is a screenshot where my white was overhanging a black bar and I did not die. I assume this is why I have sometimes died when I thought I cleared a section.
Still, I see a lot of promise here, it is a really great idea.
Hi Measure!
1) The piece do not falling off the screen was an option. I may use that behaviour ( thinking about :) )
2) The problem mentioned is not about the collision detection but just a failure mine while placing that specific land piece ( the black one ). I use an invisible land piece as a sensor to get a smooth moviment. That land piece is what the main character collide with and it is 7 pixels away from the white piece. Fixing,,,
Thank you for your review and for your time posting the screenshot :)
It would be a little better if my health was restored upon touching the statue area rather than needing to save to be healed. Other than that, great game.
Interesting game. Tutorial levels could be compressed into 1 or 2. Also, this game introduces a fascinating concept with 1-clones and 2- sacrificial gameplay... and then stops using clones and sacrafice, and becomes just another super meat boy wanna-be. To be fair, I only got to level 17, but by this point the game should have been building on its unique points and not ignoring them.
If you don't upgrade them all equally, then your level will be severely damaged when certain colors come by, which I -think- will keep your score and money down. If you only want to use one powerful tower, I would suggest using a white one for that, and not bothering with the colors... but I don't think that is as effective.
Stillimproving... I did run a strategy for a long time that centered on a single white tower, and a backup tower. I found my current setup to be much more successful, keep in mind that my three colored towers are ALWAYS equal in power, and I calculated how much money I would have to put in to them for that. I also never upgrade my colored towers unless I can do all three at the same time, keeping them equal. I don't know how you tried it, but that may be the issue.
There are ways to play the game that are good for a short-term score boost, and for "highest level no leaks", that are no good for idling, but for actively playing. He used those techniques to get a insanely high score fast, while my more patient tactic will defeat his score in the end. (but not his no-leak score)
My award-winning setup:
http://imgur.com/UbiEc.png
This, I believe, will allow me to be #1 in every category except the no-leaks high score.
You could just leave for a week, but you won't level up while you are away. I suggest upgrading towers at least once a day.... At my level I can only afford to update all three colored towers once a week or so... I stuff my extra cash in the white tower while I'm waiting to get enough to upgrade the others.
Hi Measure! 1) The piece do not falling off the screen was an option. I may use that behaviour ( thinking about :) ) 2) The problem mentioned is not about the collision detection but just a failure mine while placing that specific land piece ( the black one ). I use an invisible land piece as a sensor to get a smooth moviment. That land piece is what the main character collide with and it is 7 pixels away from the white piece. Fixing,,, Thank you for your review and for your time posting the screenshot :)