I don't mean to be mean, but to give a realistic comment: This algorithm in its current state is worse than just making the objects go toward a goal and letting them get past obstacles by being pushed by the collision engine - the only time you would then get stuck is if velocity vector points in the opposing direction of a surface normal or a center point, depending on wether you use circles or polyobjects. In case you are serious about this, feel free to PM me and I can give you advice.
The f**kers that climb walls climb them in very retarded ways, for example in castle 3, it's pure luck wether or not they climb right past _everything_ and kill the bitch.
Can't hit any kind of curves, which makes any pool fan roll their eyes and hit the 'x' button on the browser. That also makes the physics part look a bit weird. Secondly, the way the starting 'pile' is made up is wrong, as the balls are free to roll almost directly up/down without hitting the other balls (you'll see this when you hit the pile by bouncing from the bottom wall, right after the mid pouch).
Lastly, your table has iron walls, the real ones are made of rubber and they do give in slightly.
A decent game, but there are quite a few annoyances: 1) The zoom, keep it still, it's annoying, forces you to move around to see shit, which brings us to: 2) stuff appears way too unexpectedly, most 'structures' (which don't even warn you) end up killing you when they spawn 1 pixel away from where you're going to be in .1 seconds, not funny. Lastly: 3) No invulnerability when coming back from the dead, meaning you'll get insta-owned if there's enemies there when you spawn.
About the 'stolen concept' comments: You ain't gonna find a single game on _ANY_ flash site that someone else hasn't already done a variation of somewhere else, so saying that is quite .
Otherwise quite a masterpiece, but keyboard controls? Bleh, give me the option to make the fella follow mouse cursor at whatever speed it can move and it's perfect.
Where did you get the idea that changing movement speed based on how far the cursor is from the ship is a good idea? Controlling the ship both fast and accurately is next to impossible thanks to that.
This game has some serious loading problems that need to be taken care of asap, including: "Loading:NaN" + nothing happening, "Loading: 0" -> "Loading: 100" + nothing happening. Sometimes the game loads anyway after reloading a couple of times + waiting through the oddities, sometimes not. The actual game on the other hand: Graphics are extremely well done and there is enough character stat/skill progression to satisfy aRPG'ers, but the actual gameplay is very boring, consider extending this beyong a simple side scroller and we're looking at a 4.5/5 game easily, 'cos the scrolling boringness is making this a 3.5/5 game :/
1) Needs some key-shortcuts; placing the troops one by one when sacrificial tactics (tanking with a huge load of 1's and flanking with 10's) are mandatory is pretty tedious.
2) The general statistics of different troops (attack, defense, strong vs, weak vs, special abilities) need to be available in-game, preferably in tooltips instead of some other website (why didn't you put them in-game to begin with?!?).
Currently a 3/5 game at most, with the shortcuts and tooltips it could be a 4/5+ game.
Same goes for the tournaments in the first 2-3 months, what's the point of offering a quest to the player that automatically leads to defeat? A trap for first time players? Yeah, very funny.
A nice game indeed, but it still has quite a few problems to address if it wants to truly be entertaining:
(1) Spawning 3-4 monsters exactly where you begin the quest, which in most cases lead to losing one student for absolutely no reason (don't spawn crap right where the quest begins).
(2) Health regen in quests should either be higher or zero, as there is no time limit whatsoever, it only leads to the player having to wait doing nothing on quests that are hard for the party, serves as nothing but an annoyment.
(3) Available quests difficulty should be adjusted according to possible party strenght at least for the first 2 months: I don't see any point in offering 4-5 star hunt quests to the player when it's absolutely clear that they can't do anything in them (without abusing the stupidity of the AI by getting them stuck, which I believe is not the point of the game, quite the contrary, beating stuff by abusing is far from entertaining).
Concept is nice, but it gets quite boring after you start getting the last few items, as the amount of combinations and the small space make sure that luck is the only thing that gets you further; you should either limit the amount of different items you can get as drops as you get higher combinations or make it possible to get more items to blow stuff up with.