I don't mind playing a beta version, but please label it as beta. This is frustrating.
Test and proofread the documentation. As given, the game does not make it to the setup screen. The help documentation is linear instead of functionally indexed, and makes a lot of assumptions about the user's experience. You'll need someone fluent in English to help you describe things accurately.
Other people have covered the playability aspects of the game. I know this is number 4 in a series, but it seems that you didn't really pay that much attention to the basic tenet (gaming experience) as in the controls and characters you wanted to toss our way. The controls and interactions are not yet up to the fluidity I expect from the given play paradigm.
I do not see taking the time to reach the upper levels of the game. Epic Bore III was bad enough in this respect, and it seems that the effects are mitigated not at all in this one.
CONTINUED: I'd like a better balance of restarting: I gave up a *lot* of resources in order to guarantee a level-89 restart before I took on the final boss. Make the boss harder to beat, but let me keep more of the stuff I've accumulated. For instance, give me hot keys or a time-stop so I can micro-manage the encounter -- but up the ante, such as letting two of the minions attack me at once. /// Get a consistent philosophy for the game mechanics, and make them more than mere stats. 100 level of what is basically hack-and-slash is pretty boring. I didn't have to learn about most of the mechanics to survive, and what I did learn was merely numbers, not any particular understanding of how your world works. For the most part, I simply collected crap, closed my eyes, and swung the best sword I could find. That and healing potions were enough to win. Brains of Conan will handle the entire game.
Okay, you got sufficient graphics and the beta level of the game design is viable. You got good variety in the level layouts. It's time to think about the long-range playability and do the real version 1.0.
Keeping balance in the game's playability is difficult; you made a very good first approximation. Overall, magic just isn't worth the time and effort spent on it. Once I got to a decent level of attack, it just wasn't worth losing initiative or an attack round to cast a spell, since I offed my opponent in 2 rounds. The mana was essentially wasted. /// What is the purpose of "artifact" status? Sure, I get to keep the item when I escape -- but by the time I hit level 50, about half the artifacts have been superseded by mundane treasures. Perhaps the artifact should have some unique capability, such as double damage against dragons, or drawing 1/4 of a humanoid opponent's agility to me for the battle.
Does anyone know the full semantics of a colored break command? My bot stands on the orange square, ignores an orange break command, and continues to the recursive call. If there's a straight walk command afterward, it seems to honor the break.
Any hints for "Unknown Ruins"? That's the hard map on the far right, 20 waves. I pave along the center aisle and put in red splash mages with one upgrade each. I add another pair near the head corners, where they can splash both incoming traffic and those turning to the top of the "T". I have mushrooms, so when the wave-8 zombies come along, I lose 9 lives and have 2 remaining. After that, I pack in a pair of archers, which keeps things at bay until the close-packed wraiths come along and take the remaining lives (about 8 make it through the gauntlet). Hints?
Action is jerky. I often land okay, only to have the program decide that I'm falling off a half-second later. I'm not fond of having the game use crude language, especially when I receive a mild insult for being naiive.
Need to be able to switch players. Need to turn off the sound. Need to have team differences. Need the controls to work in real time -- the lag in passing is fatal.
Nice idea -- keep working.
Need to repair tower intelligence: they should shoot at the most advanced attacker within range.
Amusing enough for TD beginners; I got tired of waiting.
This is a common paradigm for gaming -- better simulations are available elsewhere. I want (1) cue placement behind Baulk line; (2) Finer control on cue force; (3) cue spin; (4) better granularity on direction; (5) Correct rules when scratching.
Score doesn't cap at 100 for me, but I agree with the other points. The instructions need improvement: tell us how to move, what the coins are, and what you mean by "the black": the "coins" are black, the score is black, and hitting the black isn't enough to lose points (you have to get Blobsy's center into the black border). The game needs a less abrupt start, a definite finish, some progression, and a point to playing. Please go through the Kongregate game design tutorials and work on this. It's nice that you've managed to utilize the basics of the game mechanics, but that's not sufficient reason to post your exercise here.
Gavain, may I ask why you hacked your own game to give yourself the high score? This *looks* pathetic; I assume you had a reason other than unmitigated ego-centrism.
Gavain, this game was "solved" long ago. By "solved", I mean that the strategy (which is trivial) was analyzed, proved optimal, and published. Virtually anyone seriously interested in puzzles either knows the strategy or can derive it on the spot. Thus, the game is neither fun nor addictive. You haven't added anything to make this more than the original game.
We can't tell you how to improve the game when the concept is fatally flawed. I recommend that you get some puzzle books from the library and read through them. Then take the Kongregate course (four tutorial games) on game design.
You have shown that you have the interest and drive to post a game on the site. Now go do your homework, so that someone besides you can get something from the game.
Also, learn some basic social skills so that you can keep your account on a site with other human beings.
It's a clone, and the original is a game where the walls could turn corners. Better versions are free in other places. Keep working, though -- what can you add to the concept?
This needs instructions, explaining *what* the player controls, what constitutes death, how to defend the village, and so on. Also, the start of the game is too fast: it took me reading the comments *and* half a dozen plays to get any idea of what was going on. Without these explanations, the game is simple: I hit "Story", a lot of pixels drop and bounce, and then the game is over. I really had no idea until I tried "survival" mode a few times and realized that one of the dark pixels was my figure. I still have no idea how to defend or what the houses are for, as the "Z" key doesn't seem to do anything soon enough to keep me from dying in short order.
Cute one-shot. Lacks depth. Funny the first time; reminds me of the "Mark VII" at the end of Dragnet. Please upgrade with extra features; perhaps an Easter egg where a certain key or sequence will get the ribbon to break, or make the phone ring -- that sort of thing. Give us a little more to do.
The fun part would be to turn this into a *very* locked-room escape game. How do you convince the typewriter to let you get off the sheet of paper?
This is just as simple-minded as the fairy dress-up game. How is this a "hot" game? There's no particular point to it, and there are better versions of the same concept in quite a few places.
Right -- it's not 3-D chess. It needs to learn *all* of the movement rules. It needs play levels. At that it's still nothing new. Good practice for the developer, possibly, but nothing added for the rest of us.
Movement is simply too fast to handle once the snake gets longer than one lap. The Maple leaf and anthem really don't make it "Canadian". Note that the high-score list doesn't work. Good theme, but needs more development.