Decent concept, but the game's a little rough around the edges. You need to be clearer about what makes a vase break, be clearer that the prevailing strategy is to make large combos, improve graphics somewhat and MASSIVELY IMPROVE LEVEL GENERATION. Ability to get a high score is highly contingent on level generation (first time, my levels were *far easier* then the second time. I got top 100 without knowing what I was doing)
@totallymady: its an idea that sounds good on paper but is awful in real life. Especially on insane mode when you need to do fast, mini-hops. You dont want to be tracking down that circle every time. That could work well in a non-flash platform, however, where the programmer can control the pointer location...
Innovative game mechanic, combined with simple graphics is a wonderful combination. I really like this game.
One piece of advice would be to add a round with a sigle uber-fast turret before using two right away in 'insane' mode. Also, there are some nearly impossible levels on 'original', which are much harder than several levels later on.
It was not immediately clear on 'original' what an infinite-focus gem did. Add a comment or something to clarify.
Finally, make more levels with tons of turrets and an infinite-focus gem. Those were my favorite.
Nicely done!
absolutely fantastic. I genuinely doubt that this is the first game you have written, the way you manage the UI at the menu, as well as the way time feels to slow down later on, is very well done. I applaud you.
@Riker1990 no, the algorithm to switch colors is VERY simple. you just run a recursive floodfill. You could even optimize it by storing all the exterior sections in an array, and then it could be an iteratative floodfill. If you used that and updated the screen all at once, instead of each changed cell once at a time, it would be lag free.
3/5: The concept is good, but the game is wayyy too easy. it's easy on the first ship, I beat it on my first try. The last one just makes it ridiculous haha
finally, as far as fire rate upgrades go, list them in percent instead of "-XXX" so people can get an idea of what they're buying. "-1000" for fighter build delay means absolutely nothing to me. 1000 ms? seconds? hours? cpu cycles? enlighten me.
good game. however, vertical scrolling is a must, balance levels so level 2 is easier and the later levels are quite a bit harder. Also, normalize fire rate bonuses so that a given amount of points invested gives a more consistent bonus to your dps. As it stands, the bonus isn't scignificant until the last two or three upgrades.
I dont have the hover over red circle bug, but it could be solved by simply making the player left-click in the red circle. Make the circle in which they left click much smaller than the bigger red one so people cant click AND be detected for being in the circle to avoid bugs.
lol to all who waited till 60 or 70k... with 3 or 4 carriers and solid battlecrusiers, you can win easy at 20k. just send the carriers first and wait a few seconds to let them get a head start and get an upgrade or two for the attack and health of units.
grr 7155... BUGS: 1. character sometimes fails to spin on repeated jumps. 2. once I had a score of 5000ish, but the comment below the score cycled through all the possibilities...dont even know how that bug could happen! 3. you need better coding for pill spawns: there should always be enough pills on the screen to keep you at least three pill-doses worth of shock away from a heart attack. players should die from either a lack of skill or too much damm chaos, not from there not being any pills...