The only button I've gotten to work is "Random Level." And you should rename pause to "Instant Freeze" or "Catastrophic Failure." It looks like you put a lot of work into this, but it isn't user-friendly at all.
I enjoyed it. Reminds me of Chronotron--someone called it a copy, but I see no time machine or time travel, so you're kinda' wrong there. It's clever, and amusingly written. But the later levels are a bit challenging, and the game punishes you harshly for getting the timing ever so slightly wrong.
I love having to watch the cut scene for the last mission while I attempt to beat it through trail and error (Why don't you just have him run back and forth, since there's only one way to beat him and shooting him continuously doesn't make a difference?) was a little annoying. Also, why did you even have "9 weapons of choice"? As far as I could tell, you only needed a pistol, and maybe a sniper rifle (reloads were glitchy anyway), and the only difference between them all was their clip size and price tag. They were all single shot, and they all did the same amount of damage. It was amusing, and certainly not a bad game, but not as intense or in-depth as advertised.
Twice now I've died on level 58 after I've met the "quota" and the timer is counting down. It is severely frustrating. Is the only purpose of that timer to add Nintendo difficulty to your game? I see no reason for it to be so long.
Also, what's with the random death scream? It wouldn't be half as irritating if it would stop once you've exited the screen and gone back to the menu, but he just keeps yelling ...
Repeated challenges, one single background, and the use of the same handful of images seems like a way of avoiding actually trying for the art. It felt like the game wasn't sure if it wanted to be a puzzle game or a reflexes test. Also, if I wanted to play breakout, I'd look for a breakout clone ... Not bad, overall, but not worth replaying.
Amusing. I haven't gotten that far yet, but it seems pretty clever. One problem though, is if you get a unit up to the base, the only time the enemy can hit it is when they're coming down their ramp, for about half a second. So if you get three of four units to the base, given enough time, you eventually win ...
Pretty interesting game ^^, Nice animation and art. But, if a lightning bolt brings your character back, how did other things in the city have power? Were they struck as well?
I should clarify. Player guesswork; as in "Huh, that didn't work. Maybe this ..." until you beat the level. More editing tools and options would also be nice.
Really cute. The auto scroll got a bit annoying (and fast!), especially when I was jumping (physics doesn't work that way ...), but it was still amusing.
45 x 30 x 45 is 60,750 different options, not counting colors. Which is a lot, but it isn't "almost anybody, or anything." Haha, it's still a slug, with a top hat, funny eyes, and a squiggly mouth. Cute, but not very interactive. Maybe give us a little world to slug around in? Pet AI? That would be a little more fun, I think.
Formulaic combat, the archers look silly when they aim up, and it pretty much just turns into "spam your strongest guys." Nothing original. Also, why are the guys using slings called "catapults"?
Cookie-cutter attack and death animations, seemingly unlimited upgrades, and when you don't tell the player how much anything has, indications of "+70" damage or "heal 1000 life" are essentially meaningless. Also, how can archers shoot arrows on level for an infinite range?
I'm not very impressed. Convoluted story and railroaded levels almost always based on trail-and-error aren't my thing. Also didn't care for the shameless ending plot hook.