Such a GREAT game.... as long as you only plan to live to see year 34. The insanity of the difficulty on VERY EASY is just too much RNG. I'm often struggling to find what to buy because I'm stomping everything, and then year 34 comes and I run into 300 spartans. This has happened multiple times, I think your code logic is a little off, ESPECIALLY in relation to difficulty.
Awesome game. Concept and look and feel.
Tip for 'win' badge: play normal, get gun. Then go BACKWARDS to the 'space' and continue to go 'down'. After a WHILE you'll get to the 'win screen' and when you exit there you'll be at the boss. Shoot his 'sides' until you win and get badge.
Even with that tip, I love that there's another badge for going all the way through in the 'designed' way ^)^
Good game, but really needs re-balancing. Especially with badges. I beat all 13, without much difficulty with the 2nd ship and the 5th & 6th weapon. And when I did, I didn't feel "uber" I just felt like I pelted away till the boss got tired and died. Nothing else really. I felt under powered almost the entire way :/
AMAZING GAME!
I really enjoyed it, and when I focused on just getting to the end, it became fun again (needing to grind for the harder stars is REAL!).
Which is my only complaint (still a 5 star game tho). There is a huuuuuge discrepancy between 'medium' and 'hard' badges. Finishing the game felt 'right' for a badge, but getting ALL levels on diamond is like PERFECTING the game. I feel like that badge should be "impossible" and there should be a different "hard" badge, something like get your first diamond, maybe? Thank you for the great game though!
Very fun game, well done and designed. While some say it needs a 'hot button' for weapons, the key is it is designed with no hot button in mind. Developer did a good job curbing baddies to accommodate this. Good balance!
Fun game! It's really a great game, but I'd like another 'version'.
I'd really like a more 'rpg' or 'rogue-like' version where I can keep SOMETHING from my previous progress to help me.
This is the goal of my next project. I want to maintain similar combat mechanics, character progression and equipment but take the higher level design in the complete opposite direction. What I mean by this is I want to do an open world game, with no permadeath (though some kind of penalty for dying), and a significantly extended game length. I want to include towns, quests, proper NPCs and a real sense of exploration, discovery and progression. So much more in the direction of a classic open world RPG like the original fallout series, ultima, elder scrolls etc. I think its important that this game retain its core design principles (short games, permadeath, very hard), and then do something completely different with the next project.
Good game, I like the concept, a little different. I *could* use a bit of a pace speed pickup, but that might just be me. Aside from that, I'd love some achievements for it! :D
fun take on this "type" of game. Personally I don't feel it does enough to really set itself apart from the rest of the pack. Not bad, but not really great either.
I wanna give it a 5/5 since it's a really nice/different take on the 'genre'. HOWEVER, fully upgrading the 3rd veh is not much different just half upgraded 3rd veh. Both got me within 200ft. Which is my other issue, but I know this is a prefrence, when you fully upgrade your last veh it should be a cake walk, something really fun where you just blaze through everything like an epic veh you are! :). but alas, that's not here :(
Got dragon on first try (not bragging, but that never happens! lol).
A little advice:
I got up to the cloulds and simply jumped/glided from them for quite a bit of time. Eventually the dragon shows up and you simply fall on him (I would hope jumping would work too). The timing wasn't that hard either since the clouds fade away. Hope that helps.
This is the goal of my next project. I want to maintain similar combat mechanics, character progression and equipment but take the higher level design in the complete opposite direction. What I mean by this is I want to do an open world game, with no permadeath (though some kind of penalty for dying), and a significantly extended game length. I want to include towns, quests, proper NPCs and a real sense of exploration, discovery and progression. So much more in the direction of a classic open world RPG like the original fallout series, ultima, elder scrolls etc. I think its important that this game retain its core design principles (short games, permadeath, very hard), and then do something completely different with the next project.