I found this game kinda frustrating when I first played it some time ago. But thankfully this challenge forced me to get into it and now I see that it's actually quite fun when you know what you're doing. Polished graphics, lots of variety and color, very unique concept. The two things that were throwing me off before were how hard it is to switch between orb colors if you don't learn the shortcuts, and the idea that pulling the orbs back further produces less of a spread. I had it backwards before because I figured more speed would give a more sporatic shot. Ah well, great game. The theme song really gets in my head.
Whee. I can't deny that some of my bitterness comes from bumping my year's work out of the top spot with a barely rehashed version of this game. But in the bigger picture, it's moves like this that are dilluting the industry into carbon-copy commercialism. Hope the $1500 is worth it. As long as you don't care about the industry, I guess any amount is.
Heheh, I especially enjoyed BufferJunkie's review. Well-worded, particularly with the inclusion of "unmolested" creativity. Thanks as well for everyone else's kind words. This has been a friendlier page of comments, heh.
Earn gold by 1) Playing training once 2) Beating any story any number of times 3) Playing survival mode and beating your character record 4) Playing a challenge any number of times (though the amount you receive is less after the first). People like AcidPunk confuse me. You played an entire large game, and that's the thing that stood out most for you? That's the thing you decided to comment on?
I agree with Numen. Too many people just get through the easy levels by button mashing, and then when it comes time to fight a real battle, no one has learned how. It's very possible, trust me. I can beat it now without losing even a fifth of my lifebar. Check YouTube for some strategies.
What, in that order? Where are these games people are talking about where you do something other than pressing buttons to achieve a specific reaction? The three other renowned Flash brawlers also only had two attack buttons, and they didn't even have combos. Why am I being thrust into console-esque standards? Cripes, people, relax and enjoy this *casual Flash game*
You can say that in sarcasm, Gama, but yes, there is a pattern behind it. You can call the game a random button masher, but you can beat the easier battles in most any game just by mashing buttons. Try a 3 on 1 match just mashing buttons.
Also, NOTICE, anyone having problems with loading - it's a basic preloader so I doubt the problem is within the game. Could be the strain of a large file or something. At any rate, if you clear your cache and load the game again, it seems to fix it. I don't think this clears your save file, but if anyone loses their data because of it, they may slap me on the face.
Heh, thanks for backing me up, sf23. Couldn't have said it better myself. Thanks Austin. You should have seen it earlier. It had just over a 3 o_0. ktano, it's counting the minutes as the game sees them, which means that any lag will cause the game not to count actual clock minutes.
Koppen, I see your angle in saying that it's not a game, but I really don't think that's true. The only thing that differentiates it from the traditional criteria is that you decide your own level of success, which makes sense in this case since it's pretty impossible for any artificial intelligence to decide how good a song is.
The Death Star level is a possum.
Wait, what?
But on a serious note, I was so excited to see that you finally added a level select feature, but then bummed out to see that it only allowed you to play past levels. It would be so perfect if there were always five unbeaten levels available, so you could postpone a couple if you didn't like them. Beating any one of the five would open the next, allowing a constant variety of choice. See what I'm saying? That's my only complaint.
Admittedly addictive, though my biggest qualm is that it doesn't really add anything to the tower defense blueprint. Some good algorithms in there though. The AI seems to have a good sense of the fastest route, and it was able to stop you from blocking the path altogether.
Not bad. Could have been more imaginative since I've seen a couple of games rather exactly like this. The file size also seemed large for what was there, which I imagine had something to do with the long hi-fi music sample. All in all, a pretty good execution of what is unfortunately an already-done idea. Still shows promise for this author.