Mining ships seem, um, completely overpowered for the early/middle game. Admittedly, I'm only starting to hit 50s, but a few beam cannons with barricades only have to last me long enough to start building mining ships (from the fighter bays, not the guns). Miners POUR out of their bases like there's no tomorrow and give you TONS of energy per ship. As soon as you've got the first one built it's more or less over; they allow you to build more fighter bases for miners faster and faster. It's not long before the swarms will barely stop to bother with a medium ship because they're just so stinking powerful. ...and you get paid for them to be decimating the opponents' fleets.
Sadly, the solution to almost EVERY tactical situation you can find yourself in is to find a spot near the edge of the platform area, bring all of your teammates to you (have at least one medic!) and then just launch fireballs. The only exception to this seems to be on flag and control point missions, where you'll send your team to attack and you yourself just sit somewhere that can control as much of the approach to the flag/points as possible, just launching fireball after fireball. Fireballs are WAY overpowered. I would recommend increasing the damage but dropping the fire rate considerably while also increasing their flight speed. This would make them more of a sniper-ish weapon rather than a "I'm going to control the map now" weapon.
I had a lot more fun with this game before I realized that I could sit on the first capture the flag level as a mage on the top level above the blue flag and just hold down S to achieve almost every single challenge. Finding such an oversight took a lot of fun out for me.
The one thing that drives me nuts about this game is that if the other team makes an attempt and my team saves it it's colored for their team, not for mine. MY team was the one that made the interesting move, so it should be MY colors in the summary.
I was really disappointed that this game trivialized the substantial variety of reasons that people disagree with non-hetero and couple-only relationships. Whether you agree or disagree with them I've found that the best way to truly influence someone is to be able to restate their arguments in ways that they find complimentary before you work to dismantle stereotypes, misinformation, etc. Reducing opposition to non-traditional relationships to simply being focused on gender/sex isn't going to actually open a truly Socratic dialogue because you're stating in your premise that there aren't any other reasons to disagree and that it's silly for someone to think otherwise. As someone who frequently has conversations with folks on both sides of the issue it's not something I would ever share to stimulate debate because of its likelihood to insult those who disagree with its message. I wish it had approached the contraperspective more fairly.
Thanks for the response! I contend with "there's only so much exposition you can fit into eight levels of a Flash game", but you do make a solid point - the viewpoints behind both supporting and opposing non-traditional relationships go faaaaaar deeper than what was approached in this game. This was meant to be, more than anything, basically just a bulletin promoting love and tolerance in a very simplified, basic, universal form. I hope you can appreciate it insofar as that goes, but if you don't agree with the message it ultimately puts out that's totally cool too. Thanks anyhow for playing and especially for commenting, and congratulations on the badge and award ^_^
This game controlled great overall (although I often had problems with the walljump) but the thing that drove me nuts was how events didn't stay consistently timed when I died. For instance, a cannon would fire just later or just earlier my 2nd/3rd/4th time through. Occasionally it was a matter of waiting for enough deaths that the timing changed sufficiently for me to get gold.
Why does the backpack have to have such a ridiculous pattern? Can't things just start in the top left and go to the right, with new rows doing the same? If you really think that it improves the rating of the game to have the clever growth pattern then at least have the decency to change the pattern to something more sensible as the backpack grows.
It would be nice if, in multi-level dungeons, the "Go Down" button highlighted after you'd killed all the baddies and opened all the chests just like the "Head Out" button does at the end.
Managed to accidentally disenchant my weapon. Was buying tons of spellbooks to disenchant for the achievement, saw the sword and just figured that I'd accidentally bought one. If I'd looked closer I would have seen that it was my sword and I'd accidentally equipped a spellbook while disenchanting quickly. Sure would be nice if there was a "Wait, this is weapon is MUCH better than your current one, are you sure you want to disenchant it?"
This game taught me that bats are WAY tougher than robotic spiders, bandits, or giant creatures that can spit rocks. I should never hit a bat with a sword, especially if it has red eyes to start with. The only way I ever want to fight a bat is in a tank.
You know what I'd like to see? Effin' Katamari-style Worms. Sure, I nibbled away all those elves, then planes/blimps/tanks and grew big, but then I set my sights higher: trees, buildings, cities, then the world. Heck, lemme gain the ability to eat planets, asteroids, stars, etc. If you're going to go balls-to-the-wall ridiculous you might as well go the whole way, no?
The "Play all levels X times" achievement was a big disappointment. If I'm going for gold why are you going to force me to run through the level an extra time just for the achievement? Getting gold was fun. Beating the level in a few extra seconds just for an extra run-through wasn't.
This was far better than the older Arkandian games, but it still feels slow. Here's where things could be improved: If I'm using an auto-fight then speed up combat. I don't need to see the full animation each time. (Incidentally, let me pick the auto fight at the start of each fight; don't carry it over.) Don't show me a chest if there's no actual loot; just tell me I got gold. Let me automatically pick up the items from loot if my backpack has at least 5 empty slots left. Let me use potions from the loot screen! Show me a screen when I start a new game showing me which bonuses I received based on previous games; it'll encourage me to get those achievements. Give me a "Sell all" button in the shop. Give me a little potion icon down near my HP/MP if I've got one in my inventory and let me click it to take the biggest one that won't overfill my HP/MP if it gives me the max possible.
This doesn't feel like a sequel to me, it feels like just exactly the same game but with bug fixes and requested features. I don't really feel like there's much of anything that's new, so it feels like I have to play the same game again just for more badges.
Thanks for the response! I contend with "there's only so much exposition you can fit into eight levels of a Flash game", but you do make a solid point - the viewpoints behind both supporting and opposing non-traditional relationships go faaaaaar deeper than what was approached in this game. This was meant to be, more than anything, basically just a bulletin promoting love and tolerance in a very simplified, basic, universal form. I hope you can appreciate it insofar as that goes, but if you don't agree with the message it ultimately puts out that's totally cool too. Thanks anyhow for playing and especially for commenting, and congratulations on the badge and award ^_^