Either I'm not awake yet, or the robotanks level is bugged. I've got it set so that the first 4 bits get passed along, so long as something is there, and then one last one checking to see if there is a 1 anywhere else in there (5th bit is 16, so anything from there on out will make it >15). Loops 0's until it either hits a 1 and then goes in the hole, and kicks out blanks. Had one that was red x5, blue x2, red, which by the methods laid forward in here would be 159. It tells me I should have rejected it. Am I mathing wrong here, or is it something with the game?
It's not terrible, but it isn't great either. The physics bother me more than anything. I understand the thing is supposed to be bouncy, but why doesn't it roll at all?
As has been said before, fix the controls. Even knowing what they are, it gets a bit confusing, and just feels bulky. Maybe [space] to change block type, and [down] to drop it. Also, making it WASD friendly would be a good idea. There are those of us out there that detest the use of the arrow keys...
I love this game! I mean, "checking version..." is one of the most awesome concepts for a game. I suggest, however, you rename it from cannons to "Checking Version", and edit the description to be "Something that will drive you insane if you actually want to play a game", and the instructions to "Stare at the screen and pray that one day the version will be completely checked." 1/5 until description is fixed.
Collision detection suck, controls are too jumpy, why the hell can't I turn my ship, and did I seriously die because the nose of my ship went off the edge of the screen? FAIL
You do know demanding a 5/5 isn't exactly going to earn it, right? If you want people to rate your game highly, make a game worth rating highly. Decent start to a game, but it feels unfinished.
I've played worse from PlayCrafter, but then again; I've played better. The placement of some of your text (and I know typos can be fixed) is annoying. But, the constraints of PlayCrafter really don't leave for a good game.
Could be alright, with some work. How about a way to heal, more guns (you can only get so far with 5 cops chasing you and a pistol), and a use for all the money that gets collected other than a score?
Hmm, I was under the impression this was a game. You, as the "developer" should be required to sit and "play" your own crap before forcing it on the rest of us. Just GTFO.
A great start, but it feels unfinished. Like others have said, mousing around to collect parts is a pain (though a good concept), too many clicks to build a tower (hot keys maybe?), too few waves per level, too few levels. Also, why not go for broke and add something like visible differences in towers after the upgrades, the ability to change targeting priorities (first, last, strong, weak, etc), and possibly something that denotes the progress of a particular tower towards its next level. Also, the ability to deactivate towers without selling would be cool, and the knowledge of what you'll get if one is sold. Just a few thoughts....
I has no clue what I was doing while playing, but I enjoyed doing it. Nice graphics, interesting upgrade system (I didn't bother with the tutorial, as it wasn't mandatory).